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The Latest Evolution in Microtransactions

I'm going to guess that many might not see the significance of this article. Microtransactions are a hot topic in the realm of the hated corporate agenda of video games, but I don't think it's enough...

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Flexible particle system - The Container

One of the most crucial part of a particle system is the container for all the particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post...

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Dynamic Narrative in The Hit

I've been dreaming about a player-driven dynamic narrative system for the last 20 years, and trying to come up with a workable design for the last 5. The Hit will be the first part of that to see a...

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The Art of Feeding Time: Characters

When Feeding Time (out now!) began to move past its prototyping phase, we decided we didn’t want to make just another puzzle game with abstract shapes and symbols; jewels and candies are all fine, but...

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Investing in Community Management

I'm only making this point because I talk to enough studios who aren't willing to invest in their community management - and that scares me. Sure, the big studios do it, sure some small games achieve a...

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Is the Game Industry a Bad Place to Work?

It appears to be vogue now to renounce the game industry as an evil empire. A recent article posted at http://tinyurl.com/l5gcxo4 claims that "poor work conditions and sexism give games industry a bad...

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Design of an Indie Action Game

So you want to be a game designer? Now, more than ever, many people get to realize their dreams of becoming a game designer due to the number of Indie game projects available, catalyzed by the...

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The Art of Feeding Time: Backgrounds

With the look of Feeding Time‘s animals nailed down, it was time to move on to the backgrounds.For our initial backdrop, we went with a living room as it nicely tied together all the typical household...

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Abusing the Linker to Minimize Compilation Time

AbstractIn this article, I will describe a technique that reduces coupling between an object that provides access to many types of objects ("the provider") and its users by moving compile-time...

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The Art of Feeding Time: Interface

The evolution of the Feeding Time interface.Feeding Time's interface was one of many components of the game that went through continuous iteration along its development. The overall theme revolved...

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Making a Game with Blend4Web Engine. Part 1: The Character

Today we're going to start creating a fully-functional game app with Blend4Web.GameplayLet's set up the gameplay. The player - a brave warrior - moves around a limited number of platforms. Melting hot...

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Mobile Game Crowdfunding Experience from Two Kickstarter Campaigns

Hello. In my previous "Development of the Game: From an Idea on a Napkin to a Campaign on Kickstarter" publication I wanted to dedicate a separate article to the Kickstarter campaign. Now the game is...

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3ds Max 2015 Review

Occasionally the development team at Autodesk focuses their efforts on improving the application performance instead of adding flashy new features. The 2015 release of 3ds Max seems to be one of these...

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The Art of Feeding Time: Animation

While some movement was best handled programmatically, Feeding Time‘s extensive animal cast and layered environments still left plenty of room for hand-crafted animation. The animals in particular...

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OpenGL 3.3+ Tutorials

Megabte Softworks OpenGL 3.3+ TutorialsHello Guys! My name is Michal Bubnar and I'm maintaining a series of modern OpenGL tutorials. The minimum version of OpenGL used is 3.3, where all of the...

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WildStar CREDD System Explained

I rarely think it's worth talking about MMO's and the slightly innovative things they do - the scene has become too bland to see significant differences. That being said, WildStar has designed and...

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Making a Game with Blend4Web. Part 2: Models for the Location

In this article we will describe the process of creating the models for the location - geometry, textures and materials. This article is aimed at experienced Blender users that would like to...

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The Art of Feeding Time: Branding

Although a game's branding rarely has much to do with its gameplay, it's still a very important forward-facing aspect to consider.Initial concepts for a Feeding Time logo.For Feeding Time's logo, we...

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Anatomy of an Idle Game - A Starters Guide to AngularJS

A little background is an order first I think to give some context to what you are reading. I’ve been a software engineer for over 10 years but during that time I have done very little web development....

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Autodesk Maya 2015 Review

Autodesk recently released Maya 2015. It took a little longer to get this release out than in years past, but the extra time was worth it. Maya 2015 is packed full of new features, new effects engines,...

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