article thumbnail

Unreal engine ArchViz – How UE is Revolutionizing the Architecture Industry?

Logic Simplified

Landscape System Tools and the Marketplace Ecosystem The Landscape system in the Unreal engine is a collection of tools used to create any kind of terrain and outdoor environments. Over this, you can start building the rest of the design which includes buildings, neighborhoods, grass, trees, foliage, etc.

Engine 52
article thumbnail

Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

GenoTerra - The finished prototype.

Mnenad

But before I explain the narration, I want to jump back in time when I started building the endless terrain generator. But on the other hand, this fact made me aware of my competence as a game designer.  The creature designs. By default, it means that all the ferns in on the terrain are added to a list.

article thumbnail

Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

. “Games can form a better motivational framework that we shouldn’t ignore with education,” he said. With AI technologies making rapid strides, and the information age turning students into consumers wanting immediate answers, there’s an urgent need to adapt. The future remains uncertain.

Indy 105
article thumbnail

Old World Designer Notes #6: Citizens and Specialists

Designer Notes

The following is an excerpt from the Designer Notes for Old World. The game, a historical 4X set in classical antiquity, released on July 1, 2021, and is available for purchase here. The first Civilization game was like a game design thunderbolt, sent from the heavens and marking everything it touched.

Tile 40
article thumbnail

Rebalancing Cogmind

Grid Sage Games

This is a pretty good example of the heavy influence interface limitations can have on game design. Kinetic projectiles also light up targets (including terrain) due to the impacts, and at the start of this battle you can see two mechanical machines fall silent after being disabled. Trap Extractor demo.

Balance 52
article thumbnail

The Depth Project

Game Design Advice

Deep games require knowledge, explanation, creativity, and cleverness. Such a model could also inform our discussions about game design, suggesting directions for design exploration and expanding our palette of analytical tools and techniques. Modeling depth may help us better understand how to think about these things.

Feature 40