Search results for designing

"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend. ...
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it." ...
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How I created unique controls for watercolor fish simulation Guppy by replicating the movement of actual fish ...
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures. ...
In 2011, the Bowery district was alive and kicking. A wretched hive of scum and villainy. It was supposed to be one of the regions players would bounty hunt aliens in the cancelled sequel to Prey. ...
A big game needs a big map, and it's safe to say Mafia III had exactly that. Here's how we put it together. ...
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice. ...
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play. ...
Working with Google, vetern game dev Raph Koster shares a design lens and framework (built on extensive research, prototypes, & metrics) for designing prosocial games that build trust between players. ...


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