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Video game mechanics: A Beginner’s Guide

Logic Simplified

There is one area every game designer must focus on to ensure that their games are captivating enough to entertain and provide an impactful experience to the user: game mechanics. When creating a new game, video game mechanics are often considered the most important factor.

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The Growing Use of Generative AI in Game Design

iXie gaming

This growing use of generative AI is largely attributed to its advanced capabilities, including the ability to create unique content. Generative AI has experienced increasing usage in game design as it accelerates and streamlines different aspects of game development.

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Game art vs game design: What is the difference?

Logic Simplified

Since most of us are unaware of the process of creating a game, we usually confuse game design and game art as being the same. In this blog, we will discuss the difference between game art vs game design and how each plays a unique role in game development. Who is a Game Designer?

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COCOON creator Jeppe Carlsen “I never compromise on playability”

PreMortem.Games

Cocoon, the intricate puzzle adventure by Jeppe Carlsen , known as the lead gameplay designer of Limbo and Inside, launched to raving reviews after 6.5 The game immerses players in a captivating odyssey across worlds within worlds, beckoning them to master the art of world-leaping mechanics to uncover a cosmic mystery.

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The five pillars of emergent gameplay

GamesIndustry.biz

While tools have improved dramatically, allowing smaller teams to produce more graphically and mechanically complex games than ever before, producing equivalent experiences to AAA mega-studios is still prohibitively expensive. Thrilling as a solo ten-hour-long campaign can be, linear content is expensive to produce.

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The gorgeous visuals of Bionic Bay that Juhana Myllys calls Painterly Pixel Art

PreMortem.Games

The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. I thought that the core mechanic in this 2D game was extraordinary, so I contacted the developers. He’s also planning the overall game design.

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“Game critics” often talk about putting critical plot points in DLC, and then when they describe the story in said DLC it’s clear that the original game’s story works perfectly fine without them. But that makes me wonder where the story in the DLCs came from. Is it usually a cut-for-time-or-budget thing, like other early DLC? Ideas that came later (and if so, how much does player feedback affect things)? Ideas that the devs wanted to work in, but that would just clutter the original narrative?

Ask a Game Dev

Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. Good DLC story content tends to be stuff that meets these general criteria: Is self-contained (i.e. We also can’t always repurpose old content for the story DLC. What is the FANTa project?

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