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Anima Flux , the latest game by studio Anima Flux, is exploring new territories in gaming. According to Andrey Songraf, GameDesigner and Product Owner, this makes them pioneers of sorts. The game employs hand-drawn animated cutscenes to enhance its narrative, providing players with a detailed, dark world.
1⃣ Short Play Sessions Limit Deep Narratives Most VR players engage in 30-60 minute sessions , much shorter than traditional gaming. Developers struggle to fit complex plots into these timeframes, leading to simplified stories or a focus on action over depth. This enhances role-playing elements and deepens engagement.
“From the moment I got the idea of making it like an old movie I called the people from Fehorama Filmes to work on the live action cutscenes”, says Rosa. The initial idea was for them to just work on the cutscenes, but they ended up executive producing the whole project.” They had the know-how as producers, so they stepped in.
Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person gamedeveloper. 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 gamedesign and player experience.
More and more South-Korean indie gamedevelopers take aim at the PC and console market. 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 Yet, because of such experiments, there are victims.”
In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into gamedesign.
Game storytelling and narrative design involves creating a compelling and immersive narrative that enhances the player’s experience and engagement with the game. The post Game storytelling and narrative design appeared first on Jaunty Bear Games.
Mobile gamedevelopers face the daunting task of acquiring and retaining players in today’s fast-paced mobile gaming world. Well, there has been a significant increase in competition, providing players with more mobile gaming options than ever. Visual Design Players are attracted by what they see. Let’s find out.
Mobile gamedevelopers face the daunting task of acquiring and retaining players in today’s fast-paced mobile gaming world. Well, there has been a significant increase in competition, providing players with more mobile gaming options than ever. Visual Design Players are attracted by what they see. Let’s find out.
This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Visual Realism: 3D art enables developers to create more realistic objects, characters, and gaming environments. This improves the overall player believability and immersion.
In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, gamedesign and development, and directors working with virtual cameras. In short, the Unity Cinemachine is a game-changer. It’s the same as with any new technological development. What Is Unity Cinemachine?
This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting gamedesigner / systems design things. I don't discuss much of the game narrative. I assume general gamedesign knowledge but minimal Deathloop-specific knowledge. Kind of sad.
This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. It also is kind of hard to do, practically, in tabletop games (although it is possible !). Developers (or producers) feel like they cannot justify building content that most players won’t see. They are findable.
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 gamedesign. This would be an absolute win (but a budgetary nightmare as a developer).
As this video talks about, as players play more and more games, it becomes more difficult for them to find this sense of wonder in new games – even more so when they become gamedevelopers themselves. Setting that up properly is an effort in storytelling, a discipline all its own distinct from gamedesign.
So… DikuMUDs started to add scripting systems , which were generally much more limited than the ones on LPMuds, but fit better with the whole “fill out some rows in a form to add content” development model. This, in fact, was what my signature design style was. Before WoW , you played a Diku-style game to kill ten rats.
This might have some very light spoilers, but… honestly, one of my main criticisms is that there isn’t much to spoil in this game, at least not in the 27 or so hours that I played. The opening cutscene literally made me cry. But everything else just feels like it needed another 6-12 months of development on it.
I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players. Spellstorm is a traditional multiplayer tabletop card game. Notably Spellstorm will have a 1P mode – which actually has taken off way more in tabletop over the past few years.
Second, quest development is linear on the map. In the earlier stage, the raids in the main quest are quite easy and exist to help develop the story. In the later game, raid mechanisms become quite rich. To sum the above, the Lost Ark gameplay framework is mature but lacks a signature design. The rough cutscene).
The realms of gaming and the film industry are coming together in a harmonious convergence, as the technology and expertise of both fields are being shared and utilized to create impressive results. This was the primary discussion during the latest episode where I invited the accomplished filmmaker and gamedesigner HaZ Dulull.
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