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Upending player expectations with the surreal horror game Anglerfish

Game Developer

Repetition can be a game design strength if planned carefully.

Horror 189
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10 Elements of Good Game Design

Brand Game Development

Instead of being a generic sci-fi apocalypse defined in gritty, gray tones, he turned up the color and turned what could have been a by-the-numbers apocalypse into an operatic, psychedelic technicolor horror show. On the other hand, with Tasty Humans , we kept the game by being dark by using really bright and pretty pastel colors.

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Horror

iHobo

Ten Player Motives #6 Why do we love horror? It's a question that has provoked a great deal of debate, but the two most important things to understand about the horror motive are that it is about indulging in unpleasant feelings, and that precisely because it's about nasty things, it's not for everyone.

Horror 82
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Harvest Island is a mix of farming and horror “I figured it’s a unique premise”

PreMortem.Games

Something truly horrifying… Creator Kevin Le, working under the name of Yobob Games , carefully chose to combine a farming simulator with horror elements, after doing market research. “A A lot of people know about Stardew Valley and streamers love horror games. Le created the game by himself in three and a half years.

Horror 104
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Game Design Fundamentals: Information Channels

Ask a Game Dev

So what does this have to do with game design? As a game designer, you’ve got to convey a constant flow of game information to the player, and you want to avoid overwhelming them with it. It’s a powerful effect, because every channel available to you is reinforcing the horror of the scene being depicted.

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

“ I’ve been working on a game for close to 3 years at this point and the whole idea of IHAS has transpired through these years of development. At first, I was planning to make a walking simulator-horror game. A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.”

Dev 104
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Makhoba Kamogelo: “Don’t let fear stop you from reinventing yourself”

PreMortem.Games

A community manager and new game designer. A game filled with cute armoured babies on a brave mission to save their daycare from a goblin invasion. She explains, “In civil engineering, I learned about architecture and how to design buildings. This knowledge helps me create architectural designs in games.

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