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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). If you build carefully, you might not even need any special monster closets at all. The textures are fine!

Texture 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

In the end the FOMO doesn't really matter (just like real-life) and fortunately the best part of the game is unmissable -- a strong sequence where someone suddenly turns against you. It takes good parts of other good games, and skilled talented people spent lots of time and money on it. A high concept with a high execution.

Indy 52
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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

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. Once consumer VR hit in 2015, we discovered a lot about VR game design. Cutscenes in an MMO? I like the concept in theory. It really depends.

Art 52
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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

More and more South-Korean indie game developers take aim at the PC and console market. 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 Yet, because of such experiments, there are victims.”

Indy 104
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Sandbox vs themepark

Raph Koster

There were creative worlds such as MOOs where anyone could build anything. Maaaybe Roblox could be considered this, but really Roblox is more oriented around making games than any MOO was. Not that I coined them, of course; the concepts were very much in the air. It’s stuff that single-player game designers know how to do.

Sandbox 64
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The three most important qualities in an RPG

Keith Burgun

Also, worth listening to my conversation with Pete Seicienski on his “Adventure Gamesconcept, which is very much related to this Sense of Wonder thing ). This newness and ambition was a big part of why, as a player playing the game back then, it was so good at inspiring a sense of wonder.

Fantasy 52
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Secrets in Videogames

Keith Burgun

Before I get started, I should make it clear which context it is that I’m talking about: single player, somewhat narrative driven videogames, like RPGs or adventure games. This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. They are findable.

Fantasy 52