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Bukola Akingbade of Kucheza Gaming on nurturing dreams and shaping industries

PreMortem.Games

It started as an ambitious open-world project but was streamlined into a mobile game with a few missions. “ And that ethos resonates with me that games for good don’t mean you make only educational games.” She reached out to the writer for permission to use it as a reference.

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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

As I became educated enough to the point of being able to grasp the scope of an actual game, the WW2 theme design I wanted to do ran into some problems. To make the game the way I wanted to make, it would also need a strategic world map element, countries at war, units moving etc. It started off with a WW2 themed game.

Dev 145
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How to Keep Kids Motivated for Coding as School Resumes

Real Programming

Whereas previous generations played pinball at the arcade, or side-scrolling Nintendo games , the video games our teachers played as kids resemble the open-world sandbox games popular today, like Minecraft. Your child will never be bored or overwhelmed, and that’s what engagement for school season coding classes is all about.

Code 52
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GenoTerra - The finished prototype.

Mnenad

I used GenoTerra to research and reflect about the design process using procedural generation in the creation of base shapes that the designer/s in a studio can use to create a more coherent game world. “Open World Games" have the potential for countless hours of exploration and fun through their huge game worlds.

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The Art and Science of Exploratory Testing in Game QA

iXie gaming

Here’s how to organize the process and make exploratory testing more efficient: Session-Based Testing Trying to explore a large open world without a map can be confusing. To build this culture: Educate and Train. To make it more effective, we need to add some scientific discipline. Celebrate Successes.

Art 52
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Is there an alternative to gaming’s dystopian gloom?

Game Daily

It also helps that depopulated worlds – or at least those populated by easily replicated baddies – are much cheaper and easier to produce than well-ordered, sophisticated societies. Gershenfeld recalled his days working on open world games at Activision. “Open worlds are complex, expensive.

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