This week in video game blogging: Pacing, flow and education:
Our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how game designers can think about user experience. ...
Our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how game designers can think about user experience. ...
"How do you take your game to the next level of visual appeal and make it more engaging and delightful? Creating a custom shader could be extremely helpful here." ...
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles. ...
"Last year I worked super hard on a project called YouTube For Indies where I gathered contact information for over 1400 accounts." Here's "the last, updated version." ...
A post on the pain of discussing financial numbers as an indie: "All-in-all, looking at this, the numbers are a doable challenge. One that will keep me sleepless for some weeks to come." ...
"Perhaps the biggest boon video games have as an interactive medium is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention in the long run." ...
Want to customize the Unity engine? Here's a quick guide on how to get started, complete with sample code and specific things you can try. ...
"I had a good time with friends and fellow developers. Yet, I do think it is important to also critically look at what this jam, and jams like it, achieve. Are they successful in their purpose, and do they reach the intended goals?" ...
"The biggest challenges for making a procedural dungeon are 1) making it fun but fair, and 2) giving it a sense of structure. I like to say that we tried to teach our game to make Zelda dungeons." ...
"I've prioritized some unusual aspects of my game over developing gameplay features or producing content: a swear-word filter, menus, and a tutorial. Those are all things that usually tend to get taken care of at the end of production." ...