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How Rubber Duck Games developed a boss fight in Evil Wizard

Unity Blog

In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects.

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Solo dev Dr.Kucho fights for true video games: “People play guided tours now”

PreMortem.Games

The only thing I was clear about was that I wanted the character to be very small and with very fluid animations. I’m starting to work with a writer on a sequel to Moons of Darsalon and I’m already fearing the fights we’re going to have haha!” What’s your creative process? “I I’m not the type to give up.”

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Playground fights led to the sister’s power house Blind Bend Studio

PreMortem.Games

In terms of music and animation, Shenmue was ahead of its time. Seeing that was hard and I always found myself in the middle of a fight beside her. Teninke says, “I want to make an animation around Blind Frontiers. Among the assortment of games, at Teninke’s disposal, one stood out like a shiny pearl. recalled Teninke.

Fighting 104
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How mastering three diverse skills has shaped Steve Mwangi’s success

PreMortem.Games

He’s not just an indie game developer; he’s a music producer and a 3D animator. His impeccable animation skills shine in the teaser videos he meticulously moulded for his debut title Kanairo 101. After discovering the world of frame-by-frame animation he turned his school books into flipbooks.

Animation 141
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In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Animators typically count things in terms of frames. Some designers care about frames specifically too, but engineers and designers generally use milliseconds or decimal seconds (e.g. seconds) to describe how long something should be.

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

The solution he came up with was to mix up linear gameplay sections, open sections with world jumping, and tense boss fights. We discuss a lot during this process, but my game direction style is generally to empower the different teams (art, design, sound, animation) to trust their own instinct”, he says.

Puzzle 254
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Michael Blaker’s Synth Saturday: Chapters 1-5 of “As N Approaches Infinity” by Corisanna

Game Industry News

It takes place before the final timeline of Madoka Magica’s anime, and it details a time when the time traveling Homura Akemi is so broken and despondent at her failure to save her friends yet again in a timeline that she just gets on a train and ends up in Karakura where she meets the Kurosaki twins.

Fighting 101