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?
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.
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.
A story in a game is not always easy, and that can especially be difficult when it comes to the more casual games found on mobile devices or as mobile applications. So here are a few tips to help the process.
The new version of Maya 2014 has lots of small performance enhancing improvements and several larger new features that make the software easier to use. In particular, the new Grease Pencil tool and the Modeling Toolkit are worth looking into. There is also a new Mesh Reduction feature and several interesting new options for working with Paint Effects.
Before we start a process of prototyping the location in 3D, ussualy using tools from chosen engine it’s good to illustrate our idea with graphs. Of course, it’s possible to draw only a simple scheme on paper (what I personally practice) but that way we might miss mistakes we would find by making graphs.
Autodesk is aware of the plight of indie game developers and is making a version of Maya, known as Maya LT, available to address their needs. Maya LT 2014 is a full-featured version of Maya that is specifically tailored with only the features that game developers need at a significantly discounted price point
So you have a great concept for a mobile game and you have heard that free games with in app purchase is the way to go but you are not sure where to start. Guess what? You are not alone and many are struggling with this challenge. Here are 4 golden tips.
A couple of weeks ago we held a massive playtesting session at the Gamefounders game accelarator (first of its kind in Europe. Based on the experience, here are 5 of the most common testing mistakes and how to avoid them!
A proposed framework for considering the interaction between player choice, player freedom, and the purpose of a game and what implications this has for game design. This article is a response by Peter Bright's recent article on Arstechnica.
The game development process involves a lot of work and sometimes it seems almost too much to take on. However, the key is to not take on an entire project at one time. You’ll need to break it up into manageable chunks so that you can focus and work on those to a high polish and so you don’t lose your mind. Iterative design, along with good organization, is one way of breaking a game project up...
Autodesk recently released the latest version of 3ds Max. This latest version, called 3ds Max 2014, is available as both Standard and Design versions. The new version includes a host of new features and several clever improvements to the existing tools.
This article features the importance of writing down good documentation for the entire development process. This is applicable for the indie studios and indie developers and teams that quite often miss out on this important step.
Inspired by an obscure RPG, Zack Wood traveled to Kyoto Seika University, the alma mater of Yoji Shinkawa (Metal Gear Solid) to study game design. Here he shares the philosophies that inform the rich, appealing worlds and characters of games developed in that country -- a new way of looking at building your worlds and creating their inhabitants.