This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Normally our Beta 1 release notes summarize all the most exciting changes from the previous dev releases. This adds parity with Ogg Vorbis audio tracks, and will be a welcome addition for users who want to load user-generated content at runtime (including non-game audio applications). dev cycle slightly too late to be included in 4.3.
We spend a huge amount of time and effort tracking all that information because we want to know what the players are spending their time doing in order to figure out what kind of new content we think they will like. I think most players don't really understand how much tracking we do for UI/UX.
Everyone is welcome to participate in the translation effort , so that future releases can include more languages and more translated content. French, Japanese, and German also have translations included, but only for a subset of the API. General usability improvements. release has a huge focus on editor usability.
From a game dev perspective, it's been fascinating to play. In this post, I compare and contrast the original and this modern remake from a dev / design perspective. Interesting approachability / accessibility UX here. Felt like they had to cut down 50% of their planned content, which is never easy.
Whenever I do solo dev work, the feature that always takes the longest and tends to require the most work to get something playable by actual players is the UI. Small-team dev also tends to build more system-driven games because it's more dev-time-efficient than creating single-use narrative-driven content.
WE SHOULD ALL DO THIS / STEAL THIS: Dev-owned wiki. The dev team "SureAI" operates the official Endreal strategy guide and lore wiki. Dense narrow spaces = too much content packed together and repetitive encounters. So these are leftover placeholders that lead to cut content. Anyway, here's my notes.
Known issues Preview panel does not support dynamic preview Development team Devs: Knox、Youyou Framework:VisualSJ PM:AndyTian UI/UX:派大星 Director:Jare In the Inspector panel, locate the Effect property, and then click to choose the effect with the same name as the.shadergraph asset. Assign the Material to your 3D node.
It specializes in producing both 2D & 3D content and has up to 200 employees. Specialties: – 3D Modeling, Physically Based Rendering, 3D Animation, 3D Design, Architectural Visualization, 3D Presentations, 3D Art, 2D Art, 3D Printing, 3D Multiplication, Interactive Walkthroughs, 3D Content, 2D Animation, NFT, and Metaverse.
All designers and content creators answer to him. Keeps a high level view of the game’s content and systems to make decisions to direct the different design subteams during development towards the ultimate goal. Builds tools for other designers need to create the content. Creative Director - Design lead. She writes that stuff.
It’s been five whole years since Game Dev Tycoon released on Steam. After days of brainstorming and discussions, we settled on the idea of making a game dev simulator. We were inspired by Game Dev Story on the iPhone (made by Kairosoft) and wanted to make a game in that genre with our own spin on it.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! Hybridcasual puzzle games follow the hypercasual model closely with respect to user experience (UX). With a knack for puzzles, arcades, and simulation games.
. “It’s also, I think, in some ways a little scary that one device from one single company can theoretically replace every single device and can now sit right between the consumer and all the other content out there,” he mused. The discussion also addressed the challenges of producing quality content for VR.
I’ve always been interested in experimenting with larger alternative interface layouts, though because I didn’t see much promise in them, and doing so deviates from the core design, the idea was to wait until at least a likely engine update down the road, as well as the completion of most of Cogmind’s content.
That I keep revisiting this aspect whenever I add new content shows that it is indeed an ingrained part of the vision. Cogmind’s world map as seen in my yEd graph (initially shared in my Cogmind dev tools article), albeit with branches distorted and some locations completely removed to keep the spoiler level low. Difficulty.
We also discussed a proposal to further clean up the documentation and clearly separate more game-specific tutorials, as well as having a clearer way to link to content generated by our community. Hiring a generalist contributor for editor UX and web dev. As always, our goal with hires is that they need to be cash-flow positive.
Documentation: More content, better theme. Documentation: More content, better theme. The same content is also available as the 3.2 Both the Class Reference and the tutorials gained a lot of new content during the development of Godot 3.2. See also FBX2glTF as an option to convert pre-existing FBX content to glTF 2.0.
Files: Improve UX of drive letters ( GH-36639 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ). The download links for dev snapshots are not featured on the Download page to avoid confusion for new users. Editor: Improved go-to definition (Ctrl + Click) in script editor ( GH-37293 ). Godot 3.2.2
release, with a lot of new content and many updates to existing tutorials to match the 3.2 Files: Improve UX of drive letters ( GH-36639 ). RichTextLabel: Add option to fit height to contents ( GH-33235 ). It's also worth noting that, while it's not included in the 3.2.2 build per se , the online documentation for Godot 3.2
This is particularly useful for files which you intend to process yourself from scripts based on their raw contents (e.g. Users of Visual Script and Visual Shaders, as well as developers relying on graphs in their game projects and editor plugins, will find this little UX improvement in Godot 3.3. 3D editor improvements.
Here are some examples: Common Experience, craft, create, live, season, update, content, schedule, create, design, team, player, UX. Short questions: Ask a Game Dev on Twitter Short questions: Ask a Game Dev on BlueSky Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content