The Gamer's Post

Video Game Deep Cuts: That Cute TOSE Burnout

about X hours ago from Gamasutra Indie News

This week's longform article/video highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers. ...

Don't Miss: Dealing with malicious game clones

about X hours ago from Gamasutra Indie News

What happens when your game earns its own ad-ridden malware clone? We explore the issue on the basis of Robot Gentleman's experience with a clone of 60 Seconds!. ...

Designing the giant battle royale maps of Playerunknown's Battlegrounds

about X hours ago from Gamasutra Indie News

"Building an open world that was suitable for 'battle royale' gameplay from scratch -- and doing it fast, based on iteration -- was the biggest challenge for us in terms of design, tech, and art," says Brendan "Playerunknown" Greene. ...

Video: Rendering the striking visuals of Capybara's Below

about X hours ago from Gamasutra Indie News

Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below. ...

How Unity powers Ultimate Epic Battle Simulator's large-scale carnage

about X hours ago from Gamasutra Indie News

Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says. ...

The challenge of developing Ultimate Epic Battle Simulator's large-scale carnage

about X hours ago from Gamasutra Indie News

Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says. ...

Developing Ultimate Epic Battle Simulator's large-scale carnage

about X hours ago from Gamasutra Indie News

Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says. ...

Given unlimited money and time, 'What Remains of Edith Finch probably never would have come out'

about X hours ago from Gamasutra Indie News

"Or it would have been some strange, hopelessly delicate monstrosity," added creative director Ian Dallas in a recent Reddit "Ask Me Anything" session. "I'm very happy with the way things turned out." ...

Video: Game localization shenanigans in the Chinese-speaking world

about X hours ago from Gamasutra Indie News

At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world. ...

Making repeated deaths a reward in What Remains of Edith Finch

about X hours ago from Gamasutra Indie News

In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch turns death into a key feature of story progression. ...

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