amy homan video game designs
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This is the transcription of a talk I did at an Indie Dev Workshop at the GamesBCN in Barcelona. It covers branding, communication and content strategy, how to find your community and how to build a Hub and work with your community to develop better games
04.15.19 | Blog | Justin French
Whether you developing AAA games or mobile games, you know that you need a strong motivation system to engage and retain your users. Retention is a key metric for free to play games and this article will give you hints and trick to successfully achieve it
04.12.19 | Blog | Daniel Berube
Official Postmortem for Das Geisterschiff, a survival horror adventure dungeon crawler and the first game by Graverobber Foundation.
04.12.19 | Blog | Romanus Surt
Even when you are fed up with managing a project and spending hours grinding your teeth, you still enjoy the moments of making your characters alive. To assist you in this process, we prepared the list of 8 best animation tools you should know in 2019!
04.11.19 | Blog | Anastasiya Rashevskaya
Games may be built on win and lost states, but we're going to talk about punishment systems and how they tend to take things too far in kicking the player when they're down
04.11.19 | Blog | Josh Bycer | 10
All you need to know about game jams. The Game Jam Survival Kit is actually the name of a Google Drive Folder I created to help jammers all over the world. This article is a complement to it. Enjoy!
04.10.19 | Blog | Nielisson Mendonca | 2
A brief overview of the production of Flutter Bombs, an indie game on console. How a multi-platform study in game design released as a twin-stick shooter on Xbox One.
04.10.19 | Blog | Hadar Silverman
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
04.09.19 | News | Darius Kazemi | 4
I started an experiment to try and create the silver bullet of design patterns when writing game code. I want to share this hoping to create some traction for people that share my motivations.
04.08.19 | Blog | Hendrik du Toit
PAX East 2019 marks my third major showcase of Summoners Fate and I continue to learn from our experiences. Here’s three things we did different to stand out as an indie at PAX East this year and the data we collected.
04.04.19 | Blog | Ross Przybylski | 3
So ya got a backstory. That's nice. But have you asked yourself how that impacts your game? Why it impacts your game? And is it really necessary? Don't worry - those questions are all answered here.
04.04.19 | Blog | Gregory Pellechi
This is our official post-mortem for our latest game, Hero-U: Rogue to Redemption. It took us 6 years to make this game, and we learned a lot from the process. Post-mortem by our programmer, Cidney Hamilton and edited by both Lori and Corey Cole.
04.04.19 | Blog | Hero-U Staff | 1
"What Mario Learned from Mickey Mouse" is an analysis on the world building of Super Mario Odyssey through the design of Disney theme parks. Part 1 studies how Disney and Nintendo use colour to guide and contextualize an environment to guests or player
04.03.19 | Blog | Aaron Sutton | 1
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amy homan video game designs
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