Remove Cutscenes Remove Engine 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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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

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 game design.

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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

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 game designer HaZ Dulull.

Film 98
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The Lost Ark Has Found its Way

Deconstructor of Fun

(The armor design of the similar game "Path of Exile 2" is realistic and conservative in structure, unique in form, and unified in cultural symbols.). Lost Ark has a glaring visual shortcoming: its lagging imaging engine. Despite the game’s powerful use of top-down view, the live cutscenes of Lost Ark are full of bugs.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras. They won the Technology and Engineering Emmy® award for excellence and engineering creativity. What Is Unity Cinemachine? Limitations on exporting.

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The three most important qualities in an RPG

Keith Burgun

Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design. By comparison, let’s talk about Baldur’s Gate, the original game, a game very much in the same genre, that uses literally the same (awful) Infinity Engine for its combat. I am charmed.

Fantasy 52
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Sandbox vs themepark

Raph Koster

But either one was radically different in that way than the most popular game engine, which was the Diku style (we called them “codebases” back then). All the content in the game was just data in fields. It’s stuff that single-player game designers know how to do. Dikus were entirely hardcoded.

Sandbox 59