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How making 12 games in 12 months changed Cukia Kimani’s life

PreMortem.Games

Driven by his desire to immerse himself in game design, Kimani rejoined Wits University. Cukia Kimani & Ben Myres He explains, “The reason for me to go back to Wits and do a post-grad in Game Design, to be honest, was the community. The deformable terrain was a bug. Being around those people was great.

Games 104
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Mastering Metaverse: John Krajewski’s Eco Adventure

Game Dev Unchained

But, beyond gameplay mechanics, Eco speaks to a much larger industry trend: the emergence of the metaverse. As we navigate this evolving terrain, perhaps the future of education is not about replacing traditional methods but integrating games as a complementary tool.

Indy 105
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GenoTerra - The finished prototype.

Mnenad

It contains overviews about the design process of GenoTerra as well as research about existing projects that influenced this prototype in the context of entertainment and interactive media. The Mechanic I. I was looking for suitable solutions for having both views in the mechanic of the game. The Mechanik II.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms.

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That Lonesome Valley as cowboy coin crusher

Radiator Blog

You can place this game in a tradition of walkie-talkie games like Firewatch or Wheels of Aurelia. Here my walking mechanic borrows some sensibility from Death Stranding, where terrain can seriously slow down the player's speed, so a skilled player should micro-optimize their route a little and avoid water / hills / obstacles.

Pixel 52