Jump to content

  • Log In with Google      Sign In   
  • Create Account


Creative Articles

Article Listing


View Complete Archive You cannot add articles


Like
4Likes
Dislike

The Art of Feeding Time: Animation UNDER REVIEW

Jul 24 2014 07:07 PM | Posted By Matt Kidd in Visual Arts
While some movement was best handled programmatically, Feeding Time‘s extensive animal cast and layered environments still left plenty of room for hand-crafted animation.

Tagged With:  animation  art  Feeding Time  video game  game development  game art  game  game dev  game design  design 
Like
8Likes
Dislike

3ds Max 2015 Review

Jul 23 2014 09:13 PM | Posted By Kelly L. Murdock in Visual Arts
This version has a few nice surprises, but the biggest changes are under the hood. The viewports seem more responsive and the software doesn't crash nearly as often as the previous version

Tagged With:  review  3ds max  3d modeling  visual arts 
Like
6Likes
Dislike

The Art of Feeding Time: Interface UNDER REVIEW

Jul 17 2014 09:08 AM | Posted By Derek Koncewicz in Visual Arts
In the third article about the art from the iOS game Feeding Time, the iterative process of narrowing down styles and motifs for the game's user interface is described.

Tagged With:  user interface  art  Feeding Time  game art  visuals  interface  graphics  graphic design  design  game design  game development  game dev 
Like
11Likes
Dislike

Design of an Indie Action Game UNDER REVIEW

Jul 10 2014 12:26 PM | Posted By Mike Shafer in Game Design
During the development of Bain's Redemption, I had to wear many hats. This article tries to convey what works and doesn't work in the context of the design of a third-person action game.

Tagged With:  gameplay  ai  custom  3d  design  action  bain 
Like
7Likes
Dislike

The Art of Feeding Time: Backgrounds

Jul 10 2014 01:56 AM | Posted By Radek Koncewicz in Visual Arts
In part two of a series about the art of new iOS game Feeding Time, learn about the process of nailing down background art.

Tagged With:  artanimation  feeding time  background art  background  puzzle  ios  development  indie  papercraft  unity  visual  unity2d 
Like
9Likes
Dislike

The Art of Feeding Time: Characters

Jul 05 2014 08:43 AM | Posted By Radek Koncewicz in Visual Arts
Lead designer of Feeding Time, an iOS game with a papercraft visual style, describes the iterative process of designing characters in a grid puzzle game

Tagged With:  art  animation  feeding time  puzzle  ios  development  indie  papercraft  unity  unity2d  unity3d  visual  characters 
Like
7Likes
Dislike

Dynamic Narrative in The Hit UNDER REVIEW

Jun 25 2014 04:18 PM | Posted By Dan Stubbs in Game Design
I'm currently working on a player-driven dynamic narrative system. This is the blog post I wrote in response to Ken Levine's 'Narrative Lego' GDC talk, which was originally published on Gamasutra.com. Since then I've filled in some of the gaps, and I'm planning a follow-up article, but for now I'm working full-time on developing The Hit.

Tagged With:  narrative  story  design  writing 
Like
14Likes
Dislike

4-Layers, A Narrative Design Approach

Jun 21 2014 01:51 AM | Posted By Thomas Grip in Game Design
A new "4-layers" approach to narrative design in games, based on a talk Thomas gave at GDC 2014.

Tagged With:  narrative  design  story 
Like
4Likes
Dislike

From Donkey Kong to the Silver Screen: The Past, Present and Future of Game Cinematics UNDER REVIEW

May 19 2014 06:49 PM | Posted By Martin McBain in Game Design
Whilst the earliest uses of cinematics within games were very simple affairs - intros and outros or bookends to gameplay - we have moved on to stunningly impressive cinematic sequences and interactive gameplay to bring contemporary visual storytelling to life. With the lines between Hollywood movies and gloriously cinematic gaming titles becoming increasingly blurred, we are entering a whole ne...

Tagged With:  cutscenes  cinematics  visual storytelling  narrative 
Like
20Likes
Dislike

5 Core Elements of Interactive Storytelling

May 09 2014 08:50 AM | Posted By Thomas Grip in Game Design
Thomas (from Frictional Games) shares his personal view on 5 core elements of interactive storytelling in video games.

Tagged With:  writing  interactive storytelling  narrative 
Like
12Likes
Dislike

Composing Music For Video Games - Key & Tempo

May 04 2014 05:33 PM | Posted By Dan Harris & Joe Gilliver in Music and Sound
The choice of key and tempo are of upmost importance when composing for visual media. Although this article focuses on an advert composition the same principles apply for when composing for any area of a video game. For instance, an emotional cut scene.

Tagged With:  composition  audio  music  key  tempo 
Like
13Likes
Dislike

Setting an Appropriate Tone for Your Game

Apr 27 2014 04:42 PM | Posted By Winston Nguyen in Game Design
A technique on how to use 'embodied cognition' to set your game's atmosphere.

Tagged With:  atmosphere  storytelling  writing  tone  embodied cognition  psychology  philosophy 
Like
11Likes
Dislike

Character Development in Video Games

Apr 22 2014 12:44 AM | Posted By Winston Nguyen in Game Design
Learn how to use gameplay mechanics in order to show character progression. I'll also explain how Persona 4 uses mechanics to develop really lovable characters.

Tagged With:  character  mechanics  persona 4  gaming point 
Like
7Likes
Dislike

Composing Music For Video Games: Chords

Apr 11 2014 12:57 PM | Posted By Joe Gilliver, Dan Harris in Music and Sound
So far in the series we have covered key and tempo with regards to composing music for video games. In the article chords are discussed. An understanding of the construction of chords and how they can be utilised effectively with visual media is key

Tagged With:  composition  video game music  visual media music  ocular audio 
Like
10Likes
Dislike

So You Want to Hire a Composer

Mar 11 2014 06:21 PM | Posted By Li Xiao'an in Music and Sound
In the following points, I will briefly explain my own work process and professional approach to creating a single musical track for a client. I will be including some useful tips for effective communication, efficient workflow and creative considerations, as well as detailing the expertise required to take music from just an idea to a commercially acceptable product.

Tagged With:  production  management  hiring  contractor  audio  composer 
Like
10Likes
Dislike

Composing Music For Video Games - Tempo

Feb 22 2014 12:13 PM | Posted By Dan Harris & Joe Gilliver in Music and Sound
A brief look into why careful consideration needs to be paid to tempo when composing.

Tagged With:  music composition  game audio  tempo 
Like
12Likes
Dislike

Physically Based Shading For Artists

Feb 14 2014 01:45 PM | Posted By Andrew Maximov in Visual Arts
I'm happy to present you here a quick yet thorough introduction video into the world of next gen physically based shading made specifically for artists

Tagged With:  physically based shading  pbs  materials  rendering  roughness  albedo  metallic  video 
Like
16Likes
Dislike

Beginners Guide to User Testing With Children

Feb 05 2014 12:21 PM | Posted By Marko Nemberg in Game Design
Children are avid tech users and spend a lot of their time playing videogames. But how can we be certain that our game design works? Is it enough to use child friendly design or is there something else in play?Click to read about the nr. 1 testing method used by major game studios worldwide.

Tagged With:  usability  playtesting  design  children  game testing  quality  QA  accessibility  game psychology 
Like
27Likes
Dislike

Ditching Diffuse Maps

Feb 04 2014 12:29 AM | Posted By Andrew Maximov in Visual Arts
A foray into artistic reasoning and technical details behind "procedural" texturing, with practical examples on modern-day tech.

Tagged With:  procedural  materials  damage  gradient  gradient mapping  the desert  RGB  efficient  data packing  art production  give away  free  height map  gradient map  priority  beauty  art  generation 
Like
15Likes
Dislike

Efficient Art Production: Theory and Practice

Jan 23 2014 05:42 PM | Posted By Andrew Maximov in Visual Arts
In-depth yet very accessible overview of most of the theory behind efficient game art production including step by step check-up tutorials for both 3ds Max and Maya.

Tagged With:  art  technical  efficiency  vertex  draw call  batch  uv  normal  theory  clean up  materials  smoothing groups  hard edges  fill rate  pipeline  triangulation  teamwork 
Like
14Likes
Dislike

Games Are a Whole New Form of Storytelling

Nov 25 2013 03:52 PM | Posted By David Colson in Game Design
Stories in games are always compared to other mediums, and it never goes well. I think we need to rethink how games tell stories, and consider them a new medium of storytelling.

Tagged With:  design  story  writing 
Like
12Likes
Dislike

How To Make My Sample Library Sound Good - Part 1 Staccato Strings

Nov 20 2013 08:26 AM | Posted By Caleb Faith in Music and Sound
This is a brief explanatory tutorial to demonstrate how to get the most realistic sounds from a sample library and dealing with almost subconscious slight accents which most players make.

Tagged With:  sample library  strings  staccato  how to 
Like
17Likes
Dislike

"Not So Random Randomness" in Game Design and Programming

Nov 18 2013 05:40 AM | Posted By Carsten Germer in Game Design
In game design there is a kind of love-hate relationship with randomness. On the one hand it allows for variety with many types of content, on the other hand one can't "design" true randomness. How about a technique that provides random outcomes but within parameters that can be influenced to fit the game design?

Tagged With:  game design  random  randomness  function  method  programming 
Like
11Likes
Dislike

Using a "Leitner System" to Track a Player's Exposition to Content and Mechanics

Nov 15 2013 11:37 AM | Posted By Carsten Germer in Game Design
Using flashcards with the "Leitner system" is typically used by students to learn vocabulary or other facts and pieces of information. Using this technique within computer games to track a players behavior and learning progress within a game system, a game can react and tune any dynamic gameplay, content exposition or usage of game mechanics.

Tagged With:  flashcards  leitner system  metrics  dynamic content  game design  programming 
Like
40Likes
Dislike

Using Psychological Principles for Great User Interfaces

Oct 23 2013 09:02 AM | Posted By Brice Morrison in Game Design
There are proven psychological principles to user interfaces that work. Whether you have a team of design experts or are just building with programmer art, you can use these principles to make your game easy to understand and a joy to pick up.

Tagged With:  user interface  psychology  user experience  game design  hud  visual design 
PARTNERS