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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. However, after experimenting with different formats, it evolved into a platformer and a Metroidvania genre game,” says Songraf.
While players can step inside virtual worlds , many VR games fail to deliver engaging narratives. 1⃣ Short Play Sessions Limit Deep Narratives Most VR players engage in 30-60 minute sessions , much shorter than traditional gaming. Games should focus on branching storylines where choices have real consequences.
I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. In this sense, playing a 75% finished game is more useful than playing a 100% finished game. But not really.
It was back in 2016 when Márcio Rosa had an idea for a game. It was going to be a SHMUP game in which Earth had to defend itself against an aggressive alien invasion. Rosa needed something to set the game apart from all the others. The sound studio worked in the cutscenes and game as a single unit. “The
I was surprised Turnfollow was working in this big systemic genre space, since I mostly know them for their very good linear story games Little Party and Wide Ocean Big Jacket. But you can see the "seeds" of this game (ha ha) in their wartime gardening game A Good Gardener so maybe it's not so unexpected.
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. World-building: Creating a consistent and immersive game world that players can explore and interact with.
More and more South-Korean indie game developers 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 Si-wooks’s deep passion for game development inspired Hee-sang to take a leap of faith.
SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. Still, you can argue that it's a stunning achievement just to be able to debate these questions in a video game. Can't wait for the full frontal in the next game!) Well, I don't know anything about that.
Within broader gamedesign culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. Instead I'm making a small level for a 25 year old game that no one plays. The textures are fine! If I were making a big project with funding, I'd seek out experts and collaborators to do these cultures justice.
Mobile game developers 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. Mobile game analytics solution has emerged as an indispensable ally in this pursuit.
Mobile game developers 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. Mobile game analytics solution has emerged as an indispensable ally in this pursuit.
I don't believe that gameplay will ever look like fancy prerendered cutscenes because gameplay has certain needs that cutscenes do not, and cutscenes have certain needs that gameplay does not. When you're watching a cinematic in a game like Spider-Man, what are you seeing on screen? Here's what I mean.
In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasy game in a virtual world with real-world stakes.
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.
Framed as almost more like a sport / abstract strategy game, and therefore light on narrative. unlocking better cards etc) – the game is always fair and basically just gets harder the better you get, to match your skill level and keep you at 50% winrate. Auro and Gem Wizards Tactics meet these criteria quite well, I think.
Games have undergone a similar sense of discovery and pioneering since the days of Pong, with a similarly evolved mantra. Perhaps the most important thing you can learn about designinggames is the natural evolution of “show, don’t tell” - “Do, don’t show.” The best games never forget this.
As the gaming world changes, new technologies have become essential in modern games. This technology allows game artists and developers to create high-quality and interactive 3D experiences using real-time rendering. Nintendo’s Super Mario was one of the most fun and engaging arcade games until Battlezone came out.
As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. Somewhere in the late 90s, and certainly by the mid 2000s, it was decided that secrets are bad and games shouldn’t have them. What are secrets in videogames?
Over the years, I have loved games in all of these categories. This is a huge one, and arguably it’s important to many kinds of games, and other forms of art as well. That kind of thing sets the brain going: what else is this game keeping track of that I don’t realize? Sense of wonder.
Coding camera angles for games and animation has been a pain … Until now. 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. What Is Unity Cinemachine?
I just watched a couple of videos about sandbox vs themepark games (in particular one by NerdSlayer and another by Josh “Strife” Hayes )… One thing that struck me about the ways players often talk about this (because at this point the history is so old) is that people think of sandbox as the older version of MMOs, and themeparks as newer.
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 the rest of the game that I saw, was not like this intro at all. It’s awesome.
This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. When we talk about MMO, many may relegate this game category to “old-school” or “niche.” Amazon Games has finally made its name after the tough launch of New World.
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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