Some of the top stories for the week include an inspired Katamari Damacy interview, Ian Bogost on iPhone game pricing, learning
about game design from mobile titles, some neat art from Defense Grid, and lots more.
The Four Perspectives of Game Design: Insight from the Mobile Fringe «What can you learn
about game design from working on mobile titles?
Nothing about this game seems to justify a re-release some 12 - years after its initial launch, and I can't find much reason to shell out the admittedly small asking price of # 12.99 unless you happened to be a fan of it back in the day, or perhaps if you're morbidly curious
about game design from back in the day.
Not exact matches
Host Brian Clark chats with self - starters ranging
from Gary Vaynerchuk to Pivot author Jenny Blake
about everything
from playing the long
game to «
designing your life,» as well as shares his own stories as an eight - time entrepreneur.
The flaws in Pokémon Go are multiple, and range
from small details to all - encompassing philosophical shortcomings (and I'm just talking
about design, not the
game's various technical problems).
Apart
from courses made by people who have no clue
about game design, «Super Mario Maker» has proven to be a fun, new take on a classic
game.
As you'll see
from the video, there's now custom drivers, helmet
designs, car numbers and also some first - person cut scenes where you'll be told
about your progress, or alternatively how shit you are at the
game.
The concept was straightforward —
design and build a robot that could pick up inflatable
game pieces (triangles, circles and squares each
about a meter in the diameter) and hang them on pegs protruding
from walls on either side of the 8.2 - by 16.4 - meter playing floor.
It's all part of a gradual rhetorical shift away
from talking
about creationism and intelligent
design toward casting doubt on evolution, says Joshua Rosenau, spokesperson for the National Center for Science Education in Oakland, Calif. «They have this idea,» he says, «that it's a zero - sum
game, so anything you can do to knock evolution down actually promotes creationism without having to say the word.»
The presentation of how the Mario Maker idea came
about was highly interesting, as Mr. Miyamoto sat down with several of the original
design documents
from the first Mario
game the team worked on.
Your a real idiot man, ofcourse their not going to talk
about it's specs, neither does Microsoft or Sony, tech websites have already taken Wii U apart and looked at it's specs, and said that it's great tech, and the
design is clever because of the fact Nintendo is giving you some pretty beefy tech at a low cost, also these tech sites have said, «to see what Wii U is really capable of, we need to see
games built for it
from the ground up», And Nintendo does have a way better understanding of Wii U's hardware, they were even holding classes at GDC last month to tech indie & 3rd party developers how to cut development time for new
games and ported
games in half, with a new frame work that they developed specifically for Wii U, and your very stupid if you think that developers are not going to need to learn how to develop for PS4 & the next Xbox.
Again, through an inquiry learning process, students investigated «
games» and used Scratch to
design and construct their own
games resulting in a gaming convention at the school where students were able to showcase, share and receive feedback
about their
games from other students, teachers, parents and the wider community.
After interviewing
game enthusiasts (ranging
from six - year - olds to adults)
about what the perfect formula might be, she began to wonder whether players might
design a better
game than she could.
That was the theme students across the country used as their inspiration as they went
about designing, building and testing an original video
game —
from first idea to final product.
The pack includes: Display banner - A long banner for a display with pictures Father Christmas - A large picture of Father Christmas for your displays Display lettering - Large letters to spell out «Father Christmas» decorated in red and whte stripes Number line - A number line to 50 on Christmas doors Alphabet line - An alphabet line on Elves Story words - Word cards with words relating to the story - great to include in your writing area Counting cards - Cards
from 1 - 10 with different numbers of drinks to count Speech bubble worksheets - Various worksheets to fill in the speech bubbles Word mat - An A4 word mat with pictures to help when writing
about the story Face masks - Colour and black and white face masks of Father Christmas and Elves to use for story telling and role play Father Christmas model - Make a model of Father Christmas using split pins Playdough mats - Various colourful mats to use with play dough for counting and Christmas Matching pairs - A colourful matching pairs
game to make and play Colour Elves - Different coloured elves with the colour name Worksheet - Design a new drink for Father Christmas Christmas tree game - Spin the spinner and collect different decorations for your tree Banner - A long «Happy Christmas» banner for your classroom decorated with holly leaves Worksheets - Various worksheets to draw different parts of the story, to draw your food and drink for Father Christmas and to design a sleigh for Father Christmas Game - Deliver all the presents in your sleigh first to win the game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by oursel
game to make and play Colour Elves - Different coloured elves with the colour name Worksheet -
Design a new drink for Father Christmas Christmas tree game - Spin the spinner and collect different decorations for your tree Banner - A long «Happy Christmas» banner for your classroom decorated with holly leaves Worksheets - Various worksheets to draw different parts of the story, to draw your food and drink for Father Christmas and to design a sleigh for Father Christmas Game - Deliver all the presents in your sleigh first to win the game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by ours
Design a new drink for Father Christmas Christmas tree
game - Spin the spinner and collect different decorations for your tree Banner - A long «Happy Christmas» banner for your classroom decorated with holly leaves Worksheets - Various worksheets to draw different parts of the story, to draw your food and drink for Father Christmas and to design a sleigh for Father Christmas Game - Deliver all the presents in your sleigh first to win the game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by oursel
game - Spin the spinner and collect different decorations for your tree Banner - A long «Happy Christmas» banner for your classroom decorated with holly leaves Worksheets - Various worksheets to draw different parts of the story, to draw your food and drink for Father Christmas and to
design a sleigh for Father Christmas Game - Deliver all the presents in your sleigh first to win the game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by ours
design a sleigh for Father Christmas
Game - Deliver all the presents in your sleigh first to win the game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by oursel
Game - Deliver all the presents in your sleigh first to win the
game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by oursel
game Maths worksheets - Various worksheets with counting, addition, subtraction and symmettry
Design a decoration - Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by ours
Design a decoration -
Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by ours
Design a new decoration for your Christmas tree Decorations - Various Christmas decorations to cut out and colour
Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by oursel
Game - Roll a die and cover the numbered star in the night sky - plus a version to use two dice and add the numbers together and cover the number Please note: The art work used in these resources has been produced by ourselves.
The pack includes: · Two long colourful display banners of «Pirates» and «Treasure Island» each decorated with pirate themed pictures · A colourful display border to print out as many times as you need for use on a display board of any size · An A4 word card - great to use when writing · Topic words - great to add to display or use in the writing area · Word and picture flashcards · Pirate posters - pictures of different pirates · Colouring pictures - a collection of pirate themed sheets for children to colour · Phoneme coins - all of the phonemes
from the Letters and Sounds scheme on gold coins - great for display or to hide in the sand tray for the children to find the «treasure» · Alphabet coins - lower and upper case letters · Bingo - a pirate themed colourful bingo
game to make and play · Skull and cross-bone bunting · Pirate phrases on posters · A pirate profile worksheet - draw your pirate and then decide what characteristics your pirate will have - three different versions of this for differentiation · Songs and rhymes
about pirates · Play dough mats - can you make 3 more pieces of treasure, can you give the pirates new hats etc · Colourful treasure to cut out and use on displays, in the sand tray etc · Board
game - move around the treasure island answering questions along the way to try and reach the treasure first - two levels of maths questions are provided as well as blank question cards · Two pirate themed wordsearches · «My pirate adventure» worksheet · Wanted posters for the children to fill in · Writing pages - Four A4 pages with pirate borders for the children to use when writing ·
Design a pirate flag worksheet · Search for the treasure
game - collect coins along the way to fill your treasure chest · Cut and stick treasure map · Pirate acrostic poem · Speech bubble worksheets - write what you think the different pirates are saying · Counting cards up to 10 - count the number of pirate ships, telescopes etc ·
Design a pirate ship worksheet · Describe the treasure worksheet · A worksheet for the children to draw and write what they have spotted through the telescope
Students used the theme of «reaction» as their inspiration as they went
about designing, building and testing an original video
game —
from first idea to final product.
This is a domino
game, specifically
designed to encourage group work and memorisation skills.There is a worksheet that goes with it.This activity contains 30 French words, all taken
from the GCSE specification.Some words are very easy and others are very difficult.At first, I wouldn't give them a dictionary so that they can work out patterns.But have dictionaries ready if you see they get frustrated.Sorry
about the picture as it is impossible with the present system to display the whole document for accuracy.
Freado.com and the CoverMatcher
game are
designed to get as many people as possible
from your target market to learn
about your book title and view your book cover.
As handy as it is, the main keyboard is truncated, which means it really is
designed for making numerical entry easier at the sacrifice of alpha - numeric typing (as I think
about it, there are a few
games out there that could benefit
from this little addition as well).
During the week - long program campers will learn all
about the shelter, hear
from professionals in the animal welfare world, create enrichment treats for the shelter pets,
design toys for the pets, learn
about a variety of animals that come through our doors, play fun
games and interact with animals!
Of course it'll cripple a console, they care nothing
about memory resources or anything, I bet this
game has thousands of memory leaks just horribly
designed from a technical perspective.
Works with
game designers, engineers and artists to help make the
design vision come to life; helps balance and tune the game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication about development status with the Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
design vision come to life; helps balance and tune the
game play mechanics to suit the target audience and age Maintains the vision and ideals of Retro's software products Maintains constant communication
about development status with the
Design Supervisor, Creative Director, and other Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
Design Supervisor, Creative Director, and other
Design Staff Remains current with competitor's products to ensure the best quality product from Retro's development team Develops concepts, writes treatments, flow charts and game scripts Participates in developing prototypes Performs game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
Design Staff Remains current with competitor's products to ensure the best quality product
from Retro's development team Develops concepts, writes treatments, flow charts and
game scripts Participates in developing prototypes Performs
game design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
design revisions to achieve highest quality Helps bring the creative vision and technical specifications for assigned video
games
They weren't
designed to make a statement
about female
gamers from a gender politics point of view, they were
designed to push certain marketing strategies that publishers wish to go forward with but need justification to present to shareholders.
Sega hosted an art exhibit at a Los Angeles gallery today, celebrating the art, including the
designs created by tattoo artist Horitomo, for Yakuza 6: The Song of Life, That
game is still a month away
from release, but Sega isn't
about to let the franchise lose any momentum.
Aha, once again it is time to pick the best posts of the week
from big sister site Gamasutra and elsewhere on our Think Services sites / blogs - headed up by a pair of fine features talking
about production and
game design.
I
designed the original concept, I started the project, set up the team, organized and scheduled everything
from the very first day until the very last, I made 90 % of all environment art,
about 30 % of the levels, roughly 30 % of the scripting, pretty much all effects, I optimized the whole
game and set forth all the technical constraints, safe - guarded the consistency of all the art that was made, and so on.
I'd go as far as to say that I wouldn't worry
about a
game that Shinji Mikami was working on might be adversely affected by his trying to be «too Western», as he has proven his ability to unite the
game design philosophies and settings
from both sides of the Pacific in his past
games to great effect, taking the strong elements of both and rejecting each side's weaker elements.
::) Damn it, Nintendo, I used to think you were smart enough not to map essential
game functions to unreliable controls, but I guess you're just too busy counting your profits
from the Wii to care
about good
game design all the time anymore.
It's a story
about the consequences of vice, the forsaking of values and a quest for redemption, with a colorful level
design and likable features borrowed
from games like Zelda, but there are several interface
design choices that make both exploration and combat bad, ruining the concept of a
game that, I'm not kidding, could have been revered as 16 - bit Dark Souls.
Talk
about everything
from game design to guerilla marketing.
In
game design circles, we sometimes wax poetic
about the elegance and simplicity of a
design, the way complex emergent behaviors can arise
from simple rules and structures.
From that day video
games were all she thought
about day or night, be it playing them,
designing them, discussing them or writing
about them.
Ocarina of Time also set world records for high review scores, although personally I do not like the
game very much, apart
from two elements — the titular ocarina, which was perfectly
designed for the controller and taught the player some actual musical skills, and the horse Epona,
about which I will have more to say later in this serial.
For this week's recorded live cast, I spoke with
game designer Joe Kinglake
from Sumo Digital
about what it means to find inspiration when
designing video
games.
Building on lessons learned throughout my professional and academic history,
from a focus in world literature (I was named the 2009 Outstanding Graduate in English and Comparative Literature at San Diego State University), to high - level Technical support for global teams at Apple in Cupertino, to my experiences filming, writing
about, and sharing our world as a travel blogger with «The Radical Dreamer», I'm currently studying to build transformative
game experiences at one of the United Kingdom's top universities for digital humanities with the MA Independent Games and Playable Experience
Design program at Goldsmiths, University of London.
The Art of Bioshock Infinite contains BioShock concept art and
designs from the production of the
game, including how the Sky - Hooks came
about.
This week's Dissecting
Design is
about one of my favorite
games: Renowned Explorers International Society, and what it did to differentiate itself
from the other rogue - like styled
games.
This connection is frequently overlooked, most likely because of the tendency to ignore the relationship between early videogames and the tabletop
games that lead to them — Francis Spufford offers a detailed account of the Elite
design process in his book Backroom Boys, yet never mentions tabletop role - playing
games at all and, writing for the Telegraph, Adam Lusher dubs Elite «the
game that changed the world» but once again fails to understand how this came
about as the conservation of player practices
from tabletop role - playing
games.
In addition to this, the
game ratings organization has launched a new site
designed to inform parents
about in -
game purchases and how to enable parental tools to prevent their kids
from racking up in -
game charges without their permission.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing
from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only
about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less -
about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the
design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting
from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came
from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate
from the
game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the
game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated
from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era
from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the
game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up
from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking
about unique weapon characteristics and their best uses - weapons are
designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced
from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up
from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again
from the beginning or
from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like
from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of
game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy
designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories
about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care
about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages
from the first
game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific
about adding more content like that - for the modes, they adjusted the rule
designs so that players will experience the more interesting aspects
A description spotted by Dtoid
about the company's Evolution of Beatmatch Gameplay panel reads: «The panel will include gameplay examples
from internal prototypes, honest discussion of our
design process successes and failures, insight into how we create and test our
games in development, and a synopsis of the
design history of a title on public display for the very first time at the Harmonix booth.»
The big change that needs to be talked
about is the inclusion of a first - person view, a shocking
design decision when one considers that the
game was built
from the ground to work in third - person.
In an interview with NotEnoughShaders Xander talks
about how working on Triple - A titles isn't the dream job that people think it is: «As my first industry job, I lived on an air - mattress and could only afford to rent rooms
from stranger to stranger month to month on Craigslist for an entire year while
designing UI for a multi-million dollar grossing console
game.
But due to the near perfect nature of the
game's environmental
design, the challenge actually comes
from the general gameplay, and will be easier or harder depending on how you go
about getting to your destination.
A scholarship
designed specifically for indie developers, the goal of Indie Prize is to give indie developers
from all over the world a chance to meet, talk
about their experiences and showcase their
games to each other and with other
game industry professionals.
Taking place at the new Platform Leeds workspace right next to Leeds train station, the
Game Republic event will feature the latest iOS innovations and a talk from games developer Dumpling Design about making their AR game Smash Ta
Game Republic event will feature the latest iOS innovations and a talk
from games developer Dumpling
Design about making their AR
game Smash Ta
game Smash Tanks!
This is how most
game designers, myself included, think
about the
game design process — as selecting options
from an imaginary bag of
game design elements.
Shovel Knight is a
game which draws on what we loved
about designs from the 80s.