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How 10 Chambers is using Lurkit as a force for creator engagement

GamesIndustry.biz

The community team at 10 Chambers, behind the game GTFO, is using creators at the center of their marketing strategy. To reveal their upcoming title at The Game Awards, the team leaned on Lurkit to execute a marketing stunt that had never been seen before. “The game idea was to be very hardcore and force players to cooperate. "It

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KitBash3D's Mission to Minerva accomplished | Winners announced

CG Spectrum

Daniel enjoyed working on the challenge, and even after working in the film industry as an FX Artist for almost two decades, he still gained new skills. Daniel enjoyed working on the challenge, and even after working in the film industry as an FX Artist for almost two decades, he still gained new skills.

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Harvest Island Demo

Yobob Games

From my previous game version, the resolution was at 1280×720, shown at the bottom of the image. And with the new resolution, 1920×1080, the game became more alive. It felt like there was more to see than just a narrow tunnel vision. So it’s not a setting thing but a game update.

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

Moonmana

If you’ve ever wondered what the best game engine is, we invite you to figure it out with us. Unity versus Unreal – this seems to be an ever-lasting battle in the game development world. Having been the market leaders for years, these two are the main candidates for the title of the best game engine. What is Unity?

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Fan Collective Unimatrix 47 Examines Star Trek: Deep Space Nine “Waltz” Episode

Game Industry News

They couldn’t simply warp away to the next mission or the next new world, and for that reason, the writers could craft stories that forced the characters to face challenges to their Starfleet morals and worldviews that simply wouldn’t arise for an Enterprise crew. “ Initially unaware, Sisko eventually witnesses one of these conversations.

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Supercell’s Strategic Initiatives that Will Transform the Company

Deconstructor of Fun

In February, Ilkka Paananen, the beloved CEO of Supercell, and arguably one of the faces on the Mount Rushmore of Mobile Games Executives, published his yearly blog post. FRUSTRATION: These blog posts can also annoy game executives and senior leaders. So kudos to Supercell for proactive and effective PR!

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Iteration over Innovation? Case: Makeover Match

Deconstructor of Fun

This week, we jump into what it takes to design great Match 3 games and how we would improve Makeover Match. Case: Makeover Match Making games is hard. As player expectations rise and market conditions become more challenging, creating a successful game and maintaining that success is becoming increasingly difficult.

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