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Game storytelling and narrative design

Jaunty Bear Games

Game storytelling and narrative design involves creating a compelling and immersive narrative that enhances the player’s experience and engagement with the game. World-building: Creating a consistent and immersive game world that players can explore and interact with.

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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.

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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. Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasy game in a virtual world with real-world stakes.

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

Radiator Blog

SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. Still, you can argue that it's a stunning achievement just to be able to debate these questions in a video game. Can't wait for the full frontal in the next game!) Well, I don't know anything about that.

Indy 52
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Ask a Game Dev - Untitled Article

Ask a Game Dev

Games have undergone a similar sense of discovery and pioneering since the days of Pong, with a similarly evolved mantra. Perhaps the most important thing you can learn about designing games is the natural evolution of “show, don’t tell” - “Do, don’t show.” The best games never forget this. Do, don’t show.

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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. Instead I'm making a small level for a 25 year old game that no one plays. 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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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 The team blended reality and comics when deciding on the visual style of the game.

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