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Orbit Prediction For VR Dogfighting - by Mo Ga

19 October 2018 - 6:49am
Another little step along the way. This is the second iteration of the orbit flight instrument for Orbital Dogfight. The video is just raw capture.
Categories: Game Theory & Design

Kliuless? Gaming Industry ICYMI #8 - by Kenneth Liu

19 October 2018 - 6:48am
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Tinker Knight Boss - by David Craddock

18 October 2018 - 9:20am
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Categories: Game Theory & Design

Lessons Learned After Making Anodyne with Sean Han Tani - by Larry&Brandon GDU

18 October 2018 - 9:18am
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
Categories: Game Theory & Design

Why It's So Difficult to Talk About Crunch in Game Development - by Josh Bycer

18 October 2018 - 9:17am
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Categories: Game Theory & Design

Persuasion and game design - by Antonio Torres

18 October 2018 - 9:06am
Leadership has many dimensions. While the naive view is that leaders give orders and subordinates follow them, the reality is much different in many situations.
Categories: Game Theory & Design

Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology - by Lauren Irvine

17 October 2018 - 6:25am
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses - by David Craddock

17 October 2018 - 6:24am
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Categories: Game Theory & Design

Metaspoilers and how they can influence the player experience. - by Bruno Freitas

17 October 2018 - 6:23am
In this post I will talk about metaspoiler, a term I create to talk about spoilers that transcends the original media and will analyze some examples.
Categories: Game Theory & Design

Top 3 Game Career Planning Videos from Ask Gamedev - by Matt AG

17 October 2018 - 6:20am
Today Ask Gamedev turns 1 year old! If you haven't heard of Ask Gamedev, we're a YouTube channel made up of game industry veterans and we make videos on game design, marketing games, career planning and more. Here are our top 3 videos on career planning:
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Baz, Mole Knight, and King Knight Bosses - by David Craddock

16 October 2018 - 8:41am
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.
Categories: Game Theory & Design

How to build worlds and tell stories in VR - by Michela Rimensberger

16 October 2018 - 7:25am
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Categories: Game Theory & Design

Video Game Music Composers: New VR Headphone Tech (2018) - by Winifred Phillips

16 October 2018 - 7:18am
Video game composer Winifred Phillips discusses newly announced headphone products for VR, and new technologies promising to enhance existing headphones for VR. Topics include Cingo, the Ambeo Smart Headset, Super X-Fi, and the Sowlo from Noveto Systems.
Categories: Game Theory & Design

Remembering old games: Max Payne. Interview with the creators of the game - by Aleksandr Samovich

16 October 2018 - 7:15am
Interviews with developers about old games
Categories: Game Theory & Design

Clashing Business Models and the Videogame Industry’s ‘Runtime Error’ - by Oz Gore

16 October 2018 - 7:15am
In a bid to increase uptake, manufacturers promote shorter console lifespans and a future of streaming devices. With publishers moving towards ‘games-as-service’ and longer development per product, developers might find they face an industry out of sy
Categories: Game Theory & Design

The Importance of Localization - by Antti Kananen

15 October 2018 - 8:24am
Translation is a very important step when making a game, but it’s not enough to just translate the words from one language to another. Read more about what guest bloggers in our blog at Koukoi Games wrote about the topic.
Categories: Game Theory & Design

How Final Fantasy VI helped me build a better sports simulation game - by Quentin Sallat

15 October 2018 - 8:22am
When you think of sports simulation games, storytelling isn’t what always come to mind. But all of them actually have a great potential for a narrative.
Categories: Game Theory & Design

Getting the World of "Sprint Vector" Over the Finish Line (by Kevin Andersen, Survios Technical Artist) - by Lauren Irvine

15 October 2018 - 8:22am
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?
Categories: Game Theory & Design

Image File Size in Unity and their Impact on Start Up Time on Android - by Zulu OneZero

15 October 2018 - 8:21am
We were experiencing more trouble with the start up time of our game made in Unity for Android. This is how we solved part of the puzzle with image size.
Categories: Game Theory & Design

VR Design Principles in "RIGS: Mechanized Combat League" - by Pete Ellis

15 October 2018 - 8:20am
The design principles for PSVR game 'RIGS: Mechanized Combat League' that was covered in my talk in a design panel at Eurogamer EGX 2016, at the Birmingham NEC, UK.
Categories: Game Theory & Design

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