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For example, having the same franchise front and center in a puzzlegame, a 4X strategy, and a racing game is most likely fine, but you wouldnt want two shooters at the same time. The post Webinar Recap: How Mobile GameDevelopers Are Using IP Collaborations to Enhance LiveOps appeared first on GameRefinery.
Weve previously explored how collaborating with fan-favorite IPs as part of a LiveOps strategy can have a drastic impact on in-game performance, and that logic very much applies to anime crossovers. To name just a few, these include Fortnite (Battle Royale), Top War (4X Strategy), Puzzles & Dragons (Match3), and Tower of Fantasy (MMORPG).
With the discussions over the use of AI in gamedevelopment raging on, Jussi-Petteri Kemppainen , Lead VFX Artist at Mainframe Industries and founder of Dinosaurs Are Better , spends his spare time to see what all the fuss really is about. Next, I start generating assets for the game with AI, like locations, character designs etc.”
If executed correctly, introducing new mechanics in this way can be an easy win, enabling developers to test out player preferences, broaden motivational appeal, boost user acquisition, and enhance player engagement – all without drastically altering the core gameplay. What’s particularly interesting about this archetype is its rarity.
If you’re planning on collaborating with a TV or anime franchise, this might involve the launch of a new season, film or TV series, such as the mobile game Vikingard collaborating with the TV show Vikings to promote the launch of its spin-off series, Vikings Valhalla. The best in-game collaboration events are often mutually beneficial.
Here at PreMortem.Games, we have great admiration for developers who tackle the entire gamedevelopment cycle on their own. Because, lets be honest, creating games is hard and it takes a special kind of developer to choose the solo path. I dont want to work on my game 7 days a week. There are no days off.
The rise of hybridization in mobile games has resulted in gamedevelopers experimenting with new gameplay mechanics and features from other genres to drive engagement, something that’s often done via limited-time events.
Developers are constantly seeking the best tools to create engaging, high-performance games that can run smoothly on a wide range of Android devices. Two of the most popular game enginesUnity and Unreal are the top choices for Android gamedevelopment. Merits: Easy to learn and use for rapid development.
In this blog, we look at some of the new and interesting ways developers have implemented minigames into some of the most popular mobile titles on the market, from Royal Match’s Wordle-inspired potion puzzle to Goddess of Victory: NIKKE’s recreation of Dave the Diver.
This is a much-dreaded question gamedevelopers ask themselves at every stage of gamedevelopment. And if the game you’re working on is a match-3 puzzle, there is a widely accepted assumption that your target audience primarily consists of women aged between 25 and 45. Who is your target audience?
Narrative design has always been an important part of video gamedevelopment, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. Rather than being tacked on, the game is presented like a visual novel, which brings the story to life.
Vinod Ravisankar built the Number Puzzle app as an Ad Supported app. Read more The post Privacy Policy for Number Puzzle appeared first on VionixStudio. This Service is provided by Vinod Ravisankar at no cost and is intended for use as is.
Hearst Newspapers has acquired puzzlegames hub Puzzmo. Developed by game designer Zach Gage and engineer Orta Therox, Puzzmo is a platform for original daily newspaper games and puzzles, such as SpellTower, Typeshift, Flipart, and Cross|Word. Read more
Thank you to the cocos team for providing a great engine that allowed us to build this game without technical constraints, and to use our creative space and abilities as we pleased. We are an adventure puzzlegame with 7 big chapters and 300+ small chapters. and more than 20 different puzzle mechanisms.
You have no control over how the characters fare in any book, TV or film, but in games, the power is almost entirely in the hands of players. While this often translates to how well said characters do in combat or when confronted by puzzles, developers are exploring more ways in which players can shape stories as well.
I’ve not seen many 3D gamesdeveloped in Cocos Creator especially a pc game as it’s fairly new compared to other 3D engines available in the market. This looks really good. I’ve added it to my steam wishlist. All the best guys I’m looking forward for the release.
We’ve been writing about the growth of ‘hybrid’ mobile games – when a title merges two or more genres to create an entirely new gameplay experience – since 2020, but hybrid games have evolved a lot since then, especially when it comes to the game genres that are being merged together.
Silly things He admits that game- and level design was a real puzzle to solve in the semi-open world that allows players to carve their own paths by smashing through just about everything. “It Far Out Games’ journey began as a seven-week student project in a local gamedevelopment program in Gothenburg, Sweden.
Most people can't, and it is a tricky challenge even for gamedevelopers. While players can often identify elements they like – such as colors, puzzles, or characters – they rarely can elaborate why the elements appeal to them. Can you explain why something is cool, but something else just doesn't do it for you?
And it takes a special kind of developer that wants to fly solo. This year we featured over 20 brave game creators in our solo developers-series and we like to share some highlights. It took solo gamedeveloper Graham Reid great effort to finish his game. “I A point of interest in the indie game sea.”
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzles, arcades, and simulation games. Final Thoughts In the dynamic world of gamedevelopment, drawing inspiration from others is not just common—it's a driving force behind innovation.
Reflecting on the game’s core concept, Khoroshavin shares, “The very first idea was that I want to make a game about an old protagonist that can traverse via boat. Kazimir’s staff is more than just a weapon, it’s a dynamic tool that players can use to solve puzzles, combat enemies, and cleanse the Miasma.
Hello hallo, we are the development team of the indie game InOutPath, and as the development of the game is getting better and better, we have now made the Steam page of InOutPath available. The address is as follows: Switch on Steam InOutPath (steampowered.com) A lot of emotions as a member of an indie game team.
Wow, thanks so much! Indeed, I was not able to find much information about it and got confused if such logic would need to be done on the C++ side of the project or if the TS codebase would solve it.
Hello hallo, we are the development team of the indie game InOutPath, and as the development of the game is getting better and better, we have now made the Steam page of InOutPath available. The address is as follows: Switch on Steam InOutPath (steampowered.com) A lot of emotions as a member of an indie game team.
Of course, I’d be happy to. When it comes to native resolution switching implementation on PC. Please excuse me. With my shallow cocos knowledge reserve, I know cocos itself does not provide an out-of-the-box API for this. Here we need to implement it ourselves.
In fact, there are many 3D games made with Cocos Creator now. The team is preparing a video to show some good projects made with Cocos Creator in 2023, will be released soon. Just stay tuned.
Thanks so much for sharing this extensive experience while building for native platforms, it definitely will encourage more people from the community to believe in the tool’s capabilities and trust to pursue more complex projects.
Hello hallo, we are the development team of the indie game InOutPath, and as the development of the game is getting better and better, we have now made the Steam page of InOutPath available. The address is as follows: Switch on Steam InOutPath (steampowered.com) A lot of emotions as a member of an indie game team.
Hello, regarding the first part I just upgraded spline-tool to version 3.8.1. Our path planning/pathfinding mainly relies on the spline-tool which relies on the cce api. my upgraded code repository is in spline-tool , the original repository can be Good to learn part of the cce api usage, look into it if you are interested.
Hello hallo, we are the development team of the indie game InOutPath, and as the development of the game is getting better and better, we have now made the Steam page of InOutPath available. The address is as follows: Switch on Steam InOutPath (steampowered.com) A lot of emotions as a member of an indie game team.
How big is the team and how long was the development time? Very good read. I am interested in this part. Would be nice to dig a bit deeper into it We built a comfortable path planning tool based on cce.gizmos api. ps: cce api is the editor namespace API of cocos editor api, which encapsulates a lot of operations for cocos editor.
Max Inferno released A Little to the Left late last year, and artist, designer and company co-founder Annie Macmillan told Vince Pavey all about their work on the cosy puzzlegame that has you sort, stack, and organise household items
Headquartered in British Columbia, Canada, Simply Sweet Games is a fully remote studio that is currently developing its inaugural mobile title – the roguelike word puzzle Criss Cross Castles. Merry and Kom have over thirty years of experience in AAA, mobile, and indie gamedevelopment.
Need help on your board game? Join my community of over 2,000 gamedevelopers, artists, and passionate creators. You can’t use many of them in board games, but they are, at the very least, idea factories for those who prefer to create games with cardboard and plastic. It’s an engagement killer.
Like many indie studios, Rendlike from the Czech Republic was born from a passion for video games and the craft of creating them. Its founder, Jaroslav Meloun, started his career in 2011, when he joined Silicon Jelly, creating the cute puzzle platformer Mimpi. However, this marked only the initial chapter of Meloun's journey.
She is not just developing a new game, she’s creating an entirely new experience that challenges everything we thought we knew about gaming. The Ground Screams To Whisper is not your typical game and neither is it just one thing, it’s a graphic novel, a puzzlegame, a VR game and an album.
Join my community of over 2,000 gamedevelopers, artists, and passionate creators. I’ve wanted to write about Exit Games for a while, but it’s tricky! You see, the whole concept of the game is that you are trapped in [insert place] and you have to solve riddles to get out.
As a gamedeveloper, there are a number of principles that are essential to keep in mind if you want to create a successful game that resonates with players. Design for the player: One of the most important principles of gamedevelopment is to always design with the player in mind.
It showcases the game’s primary mechanics, which encompass a unique camera/perspective system, puzzle-solving, and shooting. What sets it apart is its ability to infuse a touch of worldbuilding, narrative exposition, and atmospheric elements, effectively capturing the player’s interest.
In this episode, Soren interviews independent gamedeveloper Zach Barth, best known for his puzzlegames, including SpaceChem , Infinifactory , Shenzhen I/O , and Opus Magnum. They discuss why he never originally wanted to make money on his games, why puzzlegames are terrible, and whether he has ever played Minecraft.
In todays dynamic gamedevelopment world, animation plays a vital role in defining player experiences and shaping game aesthetics. From the pixelated classics of the 80s to todays immersive and realistic graphics, animation has redefined the gaming experience. Lets examine these differences one by one.
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