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Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint. ...
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles. ...
In this post I want to explain what Fair Use is, and why it doesn't mean you're protected when using copyrighted assets without permission. ...
This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder. ...
An introduction to Pippin Barr and Jonathan Lessard's chess-Rogue mash-up called Chogue, and the specific exploration of game design space its hybrid nature facilitates. ...
Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, this time discussing composition and recording methods to make music fit into a VR world. ...
This post looks at what happened when we launched Cultist Simulator, and why we think it happened. ...
In the next article of the series we describe the creative process behind one of the bosses from X-Morph: Defense, the Tarantula Mk V. ...
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works. ...
Developer Pippin Barr writes about the process of development and specific insights into translating a game between radically different game engines. ...


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