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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”

Indy 104
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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game.

Art 52
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general game design and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core game design wanted to hit.

Studios 98
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The Lost Ark Has Found its Way

Deconstructor of Fun

To sum the above, the Lost Ark gameplay framework is mature but lacks a signature design. Art: The Ordinary Makes Greatness Though Lost Ark is mediocre in art design, it is mature and full. Mediocrity means there is no obvious innovation in art and graphic design. Oily skin texture). The grand scene).

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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

The realms of gaming and the film industry are coming together in a harmonious convergence, as the technology and expertise of both fields are being shared and utilized to create impressive results. This was the primary discussion during the latest episode where I invited the accomplished filmmaker and game designer HaZ Dulull.

Film 98
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new Quake map: The Close And Holy Darkness

Radiator Blog

Within broader game design culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. The massing was inspired by this "Forgotten Temple" concept art by Jonas Ellermann (above). The textures are fine! But I think monster closet theory has evolved a bit since Doom 1 / Doom 3.

Texture 52
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Secrets in Videogames

Keith Burgun

Part of the “golden path” you just haven’t seen yet – If it’s your first playthrough, and you’re watching the first cutscene, whatever is in the next cutscene is not a “secret”, it’s just information that the player hasn’t encountered yet. They are findable.

Fantasy 52