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Ask a Game Dev - Untitled Article

Ask a Game Dev

This distribution provides texture and allows players to improve their own playing skill by learning how to identify the things that are better and using them. This is where playtesting comes in. We typically run playtests as often as possible in order to ferret out these issues so that we can adjust them if they are too egregious.

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new Quake map: "When There Were Wolves"

Radiator Blog

With textures by Makkon as usual.) Reusing the light and fog settings, skybox, texture scheme, and architectural modules really helped me fit this jam into my schedule. Taufner got to focus on gameplay and ignore art, while I got to focus on decor and didn't have to run any playtest sessions or tune the battles.

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new Quake map: "Heart Like A Bird's Nest"

Radiator Blog

This jam placed specific constraints on submissions, asking designers to map for a "slot" with a specific texture theme and weapon progression. I've usually used Makkon's (excellent) textures for my Quake levels. This was an opportunity to go out of my comfort zone and try a new texture set I had never seen before.

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Level Design: Crafting Engaging Environments for Your Game

Logic Simplified

The assets and textures add to the visual appeal while the intricate details like the hills, mountains, roads, and the sprawling landscape guide the player’s movement and focus in a game. Playtesting Playtesting involves testing a game with real players to assess its design, functionality, and entertainment value.

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Making the Golden Panda Coin

Sirlin

Playtesting showed that this worked just fine. We can use different textures. By making the background a rough texture and the figure a smooth texture, when light bounces off the coin it will be easier to separate the figure from the background. That’s very powerful, but you deserve it.

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7 Odd Roadblocks Rookies Face In The Stages Of Game Development

Big Games

Developers make final touches to enhance immersion, like adding depth to landscapes or improving textures. Playtesters are vital in finding bugs, glitches, and potential issues. After months of bug fixing and polishing, the game is ready for distribution. Post-production Post-launch isn’t the end; it’s a new beginning.

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Oscar Salandin, developer of BOTSU Ridicuous Robots: “Solo dev can be lonely” 

PreMortem.Games

Feedback from playtest sessions with friends or players is really important. There are loads of things I’m not good at, like 3D modelling and texturing (especially colours), PR, marketing, testing, so it would be good to work with someone who is good at those things. Especially early-on.

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