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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

What Worked for Popular Multiplayer Games Built with Unity Many successful multiplayer games have been developed using Unity, demonstrating its potential: Among Us The game involves 4 to 15 players working together to execute tasks, while they uncover impostors hidden within their ranks. What worked?

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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Wherever the asset resides (local or remote), the system will locate it and its dependencies, then return it. . The post-processing stack (v2) comes with a collection of effects and image filters you can apply to your cameras to improve the visuals of your games. . Terrain Tools. Once an asset (e.g. TextMeshPro.

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Unreal engine ArchViz – How UE is Revolutionizing the Architecture Industry?

Logic Simplified

Landscape System Tools and the Marketplace Ecosystem The Landscape system in the Unreal engine is a collection of tools used to create any kind of terrain and outdoor environments. Over this, you can start building the rest of the design which includes buildings, neighborhoods, grass, trees, foliage, etc.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Visual scripting is ideal for non-programmers, or for programmers exposing behaviors to game designers, artists, etc. The get_node() function also got syntactic sugar to obtain nodes in the local scene tree by writing less code, using the $ alias. Exposed grid snap and local axis transform in toolbar. Console support.

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Garrisons 2.0

Grid Sage Games

Rampant terrain destruction is awesome, by the way ;). and not be compatible with many of the encounters anyway, since knowing which direction the player will enter from is often an important part of their design. I wrote about this factor in my recent article on game design philosophy. If available, that is.

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The Depth Project

Game Design Advice

Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about game design, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. How to avoid the trap of a local maximum in solution space?

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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) and is likely to either become a player crutch or lead to tedious optimal play (a topic I covered in my game design philosophy article ). Do enemies follow through stairs? Architecture.