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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

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. But what is immersion? Let’s find out.

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Maximizing Acquisition and Retention Through Mobile Game Analytics

iXie gaming

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. But what is immersion? Let’s find out.

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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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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 Future of 3D Art in Interactive Entertainment

iXie gaming

This means that developers and artists can now make dynamic and immersive environments that players can enjoy in real-time, whether through virtual reality (VR) headsets or traditional mobile or computer devices. Game artists can leverage the power of 3D art to create 3D cutscenes and cinematics that deliver compelling narratives.

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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. A much better example of anti-charm, perhaps, would be mobile Gacha games, all of which have bright and colorful characters, and yet are utterly soulless. It can’t just be an automatic, straightforward thing.

Fantasy 52
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Why I’m bailing on Yakuza: Like a Dragon

Keith Burgun

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. The Good The writing starts off incredible.

Writing 52