The Gamer's Post

Level design in Rogue Legacy: Down-scrolling and leaps of faith

about X hours ago from Gamasutra Indie News

"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element." ...

5 minute legal lessons for devs: Game names and trademark troubles

about X hours ago from Gamasutra Indie News

"Always do a thorough search before committing to a name, don't pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name." ...

The best game music production tips from GDC 2016

about X hours ago from Gamasutra Indie News

"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'" ...

Design Deep Dive: Situational awareness and player frustration in GRIP

about X hours ago from Gamasutra Indie News

The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP. ...

Game Design Deep Dive: Situational awareness and player frustration in GRIP

about X hours ago from Gamasutra Indie News

The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP. ...

No, you can't just take someone else's work off the internet to use in your game!

about X hours ago from Gamasutra Indie News

"The internet has made all kinds of content-news articles, music, photographs, and video-easily available for anyone in the world to access. However, that doesn't mean that it is free to take and use for your own purposes." ...

Combining different meshes into seamless procedural characters

about X hours ago from Gamasutra Indie News

"I wanted to have different character parts being randomized for a lot of variation. That is super simple and standard for characters that actually have good geometry to hide the seams (e.g.: clothes), but my creatures needed to be bare naked." ...

The Past, present, and future of FMV in games

about X hours ago from Gamasutra Indie News

From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future. ...

Enlisting IBM's Watson as a voice actor

about X hours ago from Gamasutra Indie News

"I create a free IBM Bluemix account. They have a dead simple text-to-speech API: make an HTTP request with basic HTTP authentication, get a WAV file back. Now I have a folder of WAV files." ...

Saltsman: The pros and cons of procedural generation in Overland

about X hours ago from Gamasutra Indie News

"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel." ...

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