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The magical realism of Indonesia in the 90’s captured in A Space for the Unbound

PreMortem.Games

And since A Space for the Unbound is tackling topics such as nostalgia and melancholia, I feel pixel art is a great choice to be paired with those themes. Improvisation and direction “One of the biggest lessons we took from developing the game is to know that we have to balance between improvisation and direction.

Art 104
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Understanding the Great Video Game Recession. Or Not.

The Bottom Feeder

Such pain makes it very tempting to either ignore the topic or retreat into soft, easy homilies. But I have a whole lot of my own personal skin in this game, and I've been writing and speaking on this exact topic for a long time. I’ve been talking about this topic since I had hair. No shell of protective irony here.

Indy 103
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Godot and consoles, all you need to know

Mircosoft Game Dev

In this article you will find information about the following topics: How console development works. Efforts can be seen from Nintendo and Microsoft in this direction already. The subject of running Godot games on consoles pops up very often. The challenges that Godot faces for supporting those platforms.

Console 52
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Catching up with the Game Industry with Brian Canary

Game Dev Unchained

The reciprocal relationship between games and movies is evident as Canary speaks of the inspiration that flows in both directions, enriching storytelling across mediums. Canary mused on Nintendo’s unique approach to failure, positing that it is a fertile ground for learning and future success.

AI 52
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Is it time to rethink the “Game of the Year” award for mobile?

Deconstructor of Fun

Introduction Have you ever been sitting in a meeting – or listening to a podcast, perhaps – where the merits of a game were being discussed and the topic of “Game of the Year” was raised? In our anecdotal experience, the game has been a polarizing topic among industry insiders. Award for Mobile Game of the Year (Feb.

Mobile 59
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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Once again, thanks to the Cocos Cyberpunk development team, Without this open-source project, I wouldn’t have an engineering-level case to share this topic. In the scene above, there are the following elements: 10 Models(1 plane,9 cubes) 7 lights(1 directional light,7 sphere lights) If using Forward Rendering, the process is as follows.

Render 52
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What is Valve’s strategy?

Deconstructor of Fun

What’s even more relevant for our topic here, there are strong arguments to support the idea that mobile dominance as a gaming platform will actually increase in the following years : The huge casual player segment of the market is an audience almost exclusive to mobile and is unlikely to buy more specialized and expensive gaming platforms.

Mobile 52