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Harada on Tekken, Soul Calibur, and the Changing Corporate Landscape

Ask a Game Dev

You can see this via the game mechanics that came and went in the Soul Calibur games” Harada responded by pointing out that there are many games with great mechanics that didn’t survive the test of time. Game mechanics aren’t really what make or break a franchise like Soul Calibur or Tekken.

Dev 64
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How to choose the best blockchain for NFT development 2022

Logic Simplified

So, to avoid security breaches, select a blockchain that has a proven track record of keeping a security history of peer-review and mining-free consensus mechanism, such as proof of stake. As a consensus mechanism, it is a carbon-neutral blockchain that uses delegated proof-of-stake (DPoS). Eventually, decentralization is jeopardized.

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Sony’s State of Play 2022- Delving into the Exclusivity  

iXie gaming

Sony holds its exclusive State of Play event every year where they announce new products, intellectual properties and exclusive content for previously released games. It was a 20-minute-long video release that featured a few new trailers and some advertisements for some exclusive Sony content. State of Sony so Far. Pacific Drive.

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

Rampant Games

The closest we had was a short-lived “ Virtuality ” arcade systems in the mid-to-late 1990s, with something like 5 frames per second with flat-shaded, untextured polygons. Not much else is said about the death mechanic in the other game worlds of the series. Worldwide Gated Content. How would it play?

Art 52
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Using Unreal Engine for AR and VR Development

Logic Simplified

To be specific, this surge has been a result of the dynamic audio-visual effects, the natural player-to-character interaction, photorealistic 3D graphics, and engaging levels, characters, and mechanics of the game. This is a step-by-step approach with templates and mechanics for anyone who wants to create a functional game.

Engine 60
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Coherent Creature Design

Mnenad

One thing I had to keep in mind was again the number of polygons I want to use for each model. And that’s still a big issue with procedural generation for visual content.   I'm looking forward to share the mechanic and story behind of the game in the upcoming post. What's next?

Terrain 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

For instance, a model may also need to be under a certain polygon count, or it may need to be constructed in a way that will optimize the deformation and animation process. This involves tasks ranging from optimizing geometry (preventing undue strain on an artist's scene) to more complex requests.

Film 52