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This technique isnt just a nostalgic throwback; its a strategic design choice that allows developers to craft visually striking, performance-efficient, and highly engaging experiences. From indie studios to AAA developers, 2.5D Works While 2D and 3D have traditionally been viewed as separate paths in game development, 2.5D
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid.
The Transformative Landscape of Game Development: A Deep Dive with Willem Delventhal As a digital ecosystem thrives and transforms at a rapid pace, a recent conversation with gamedesigner and educator Willem Delventhal offered insights into the evolving realm of game development.
It takes me a long time to build up the energy to pour in the number of hours a game like this requires. It's a 2020-vintage roguelike, which means: A bunch of rooms with fights. Seriously, study this game. Of course, any hit indiegame in this decade gets heavily studied and mercilessly copied. )
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. You're fighting not only the privatization of public health but also reckless climate engineering! But not really.
I have a lot of respect for solo indie developers, but I often struggle with the limitations and it is not what I want to be doing long-term. After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” I wrote a story that gets deep into fundamental, philosophical principles.
The high visual polish and stellar production values adorn a solid but predictable gameplay loop: you fight through dungeons with random rooms / enemies, collect resources, and bring them back to your hub to build up your village and its inhabitants. The cult of the game industry is most powerful of all.
Stirring Up Mess On Twitter Vogel's 1st Law of Video Game Visibility: "No matter how passionate an online 'controversy' about a game is, 99% of its players will never even know about it." 2nd Law: "Outside of 1 or 2 monster hits a year, no indiegame will ever be heard of by more than 1% of gamers." It happens.
I think you have the wrong idea about what gamedesigners do. We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on.
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. Limited regen (e.g.
The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery. Cocoon is the first venture of Geometric Interactive , a Danish indie studio founded by Carlsen and his ex-Playdead colleague, Jakob Schmid.
It was famously designed by Gygax to mess with the players in his own campaign and provide meat for players who came to him and said they could beat anything he threw at him. The main problem, alas, is that, while it IS a fascinating landmark for gamedesign, it is not a good adventure. The older one is my copy.) Pwned, n00b.
Baldur’s Gate 3 Has Mountains of Stuff Over the years, I've tended to make my gamedesigns cleaner. One of the best articles ever written about gamedesign is about Magic: The Gathering. I found fights in BG3 where it became really hard to target the high-up enemies. That is my personal aesthetic.
To my knowledge, it isn't yet common for games to be commissioned in the way that works of art were commissioned by patrons throughout history. Hokra is a 2v2 sports game where the teams are fighting over control of a single ball. What gamedesigners inspire you the most and why? His games, such as B.U.T.T.O.N.
While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. If I was going to do Insult Sword Fighting in a future game, I'd make it more free form allowing the player to be clever and construct their own sentences.
In a past era of gamedesign, we complained when combat games had obligatory stealth sections -- now we have story games with obligatory combat sections. Before you begin the zombie-filled Palace quest, the game UI helpfully advises, "if you're not a fan of action or horror gameplay, feel free to decline this quest."
Attendees from all corners of the continent -Nigeria to Ethiopia, Tanzania to Ghana, Benin to Rwanda, Sudan to South Africa, Senegal to Kenya, and even beyond, with the West Indies and France present- gathered to celebrate, connect, and learn from one another.
While Insult Sword Fighting is one of the first things people think of when they hear Monkey Island, I thought it seemed little tedious (but fun) as I played though it again. If I was going to do Insult Sword Fighting in a future game, I’d make it more free form allowing the player to be clever and construct their own sentences.
I was focused hard during this time on learning as much as I could about gamedesign, focused on “efficiency” and elegance in design, which is what brought me to crunchy rulesets like those of designer Eurogames and the indie Rogue-likes-and-company world.
This is a completely different beast from a shooter.” “ Mordhau at its core has always been about melee combat”, says Jonathan Dunn, GameDesigner at Triternion. This led us to design the combat not as a means to end an engagement, but as a vehicle for player expression and creativity.
At some point in the last several decades of video games, everything became a role-playing game. Turns out, if your gamedesign is a little lacking, all you need to do is spackle on a bit of "Make bars fill up to make numbers get bigger to make bars fill up." The trick is making sure the fighting part is engaging.
That fight really stomped me." "Do Designers are sensitive and can generally pick up non-verbal cues. When I watch someone play one of my games, I can pick up when they switch from enchanted to annoyed. So I went onto Twitch and YouTube and watched how Serious Gamerz did the hard fights. Was that line meant to be a joke?"
is one of the most striking indiegames coming out this summer. With graphics that wouldn’t look out of place in a Dreamworks animated movie and sword fighting action that would make Zorro blush. Plus a chatty heroine that flogs her enemies with a sharp sword and even sharper one-liners. We feel like En Garde!’s
A title like Elden Ring is very useful for people who care about video games because it's a valuable reality check. Nobody has worse ideas about video gamedesign than fussy video gamedesigners (myself included), and people who write about games are generally free to say all kinds of nonsense without fear of contradiction.
Gamedesigners, writers, comic artists. There will always be fights. Then I pick fights that will not overly distract me from my first work: creating. I don't back down from every fight, but I am prepared for others to fight back. This is how justice works in a free republic. I filter my input. Mercilessly.
He's done it all, from GameDesigner, Producer, Creative Director and Executive Producer to GameDev.tv's Listen to the whole chat here: [link] Our 'AHA' moments What is a game that plays itself? Tim and Rick disagree on what the definition of ‘games that play themselves’ is!
It's such a big, unique, popular game that not picking it apart a bit is game-writer malpractice. Even if you hate From Software games, and many do, if you care about gamedesign as an art, it's worth a good look. Fortunately, as long as the rest of the game is good, people will only complain. And honestly?
It was scary, thrilling, amazing and… we won the Dev-Play Indie Pitch! Alex and Ovi receiving the Indie Prize at Dev-Play. Everything would work out as designed if the player started fighting in the new area but of course players will surprise you. Meeting other indie devs is really cool. What’s next?
The immersive worlds game developers craft will get players hooked and keep them coming back for more. Both Unity and Unreal are popular choices among giant game development studios as well as indie developers. Unity is the best option for indie developers and mobile game projects.
Starting over, is the game commercially viable? This is where 99.99% of indie developers and studios make their main and most fatal mistake. And no, it's not the scope that makes the game viable or inviable. A lot of articles you read about making a successful game will tell you to keep your scope small to avoid risks. .:
As ironSource agrees , a corner stone for making a hit hypercasual game is to reduce CPIs by increasing IPMs (installs per thousand impressions). This sort of elongated production process obviously has increased project cost ramifications, which only reinforces the above mentioned design evolution - more Hybridcasual!
They’re both games where you move around a grid of different tile types, and the one you’re standing on determines what you can do there. I’ve also been playing a lot of XCOM 2 lately, and dreaming up my own indie equivalent to solve its clarity problems. So I started to worry: am I less original now?
Back in 2019 when I was making the original prototype, there were also two other gay cowboy things on my mind: Orville Peck's hit single "Dead of Night" and the gay indie romance film God's Own Country. And anyway, to me, kindness coin design is a less grievous sin than a game that pretends to have any meaningful sex systems at all.
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