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Among Us VR dev talks about how to create immersive worlds

Game Analytics

So many games have that question baked into their core. That’s interesting and new gameplay for Among Us” There were plenty more features and mechanics the team considered adding. And many of the regular tricks that devs use to save on rendering costs are lost when building VR games. “It Does it feel good when playing?

Dev 91
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

Welcome back to another magically entrancing issue of the Kristala dev blog. Stay tuned to the Kristala dev blog—and to all our socials—to learn how you can get exclusive, behind-the-scenes access into Harold's entire, step-by-step process. Hello, faithful feline-lovin' friends and fantasy aficionados! Convenient, right?

Dev 52
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Design review: Botany Manor as a quiet dark detective game

Radiator Blog

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off. I'm disappointed, but I understand why the devs made these choices. All the puzzle mechanics are one-time one-off things. How do we filter the clues?

Puzzle 69
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Birth of Byways: A Peek Into My Early Board Game Development Process

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. The basic idea of the core engine is “what’s left when you strip a game of mechanics and obstacles. These emotions have been baked into Highways & Byways. Click here. Color TV!).

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8 Signs Your Game is Ready for Blind Play-Testing

Brand Game Development

Dev Diary posts are made to teach game development through specific examples from my latest project: Highways & Byways. If your game becomes unplayable due to a glitch in the rules, a logical inconsistency in mechanics, or even a wickedly overpowered strategy, you cannot blind play-test it. Period, point blank.

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A day in the life of a narrative designer

Game Global

Their job is to choose the clearest, highest-quality words they can assemble, and (usually) give them to other devs to be put into the game. We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. Organization.

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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet. Currently, the mechanism to traverse from scene to scene, as well as ensure that the scene files are valid, is complete. That will be added in the following weeks.