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The Beautiful Closed World of Shenmue III

iHobo

To get stories into open worlds, designers have to seed the huge landscapes with signposts that push to set piece encounters, a technique I have compared to 'plot origami' From a game design perspective, this is often brilliant - both Witcher 3 and Breath of the Wild have shown the immense appeal this can have when it is done well.

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Unity vs. Unreal: What to Choose for Your Game? | Moonmana

Moonmana

Luckily both engines offer asset stores that allow users to download free and paid props, shading, textures, and many more. Armed with a bazillion weapons, players can fight in a 4-player co-op on a relentless quest for revenge and redemption across the undiscovered and unpredictable living planet.

Engine 52
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The Forgotten City (2021) revisited

Radiator Blog

The individual assets seem nice, but together they sort of clash -- a random junk prop will have the 4k photogrammetry HDR treatment, overwhelming the nearby gameplay pickup that you're actually supposed to notice. The final boss fight is a conversation, and the ultimate weapon is. It's too simplistic for the hour it lasts.

NPC 52
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. Limited regen (e.g.

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Axie Infinity: Infinite Opportunity or Infinite Peril?

Deconstructor of Fun

The current game could continue to grow for a while, but its current economic policies are fundamentally unsustainable. The value of new Axies and SLP is propped up by new players putting fresh money into the game. If new player growth diminishes, it could send Axie Infinity into a recession.