Search results for designing

The nightmares of the '90s are alive in the work of devs like Toni Kortelahti (aka 98DEMAKE), who chats with Gamasutra about using historical techniques to make his PS1 demake game OK/NORMAL. ...
Developer Josh Ge walks through coding achievements for Cogmind: why and how they were chosen, the creation of 256 icons, and the implementation -- including related UI features and Steam integration. ...
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve." ...
CD Projekt Red quest designer Patrick Mills explains the underlying ideas informing the development of Cyberpunk 2077's open-world quests. ...
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend. ...
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it." ...
...
How I created unique controls for watercolor fish simulation Guppy by replicating the movement of actual fish ...
Horizon Zero Dawn designer Eric Boltjes shares some of the lessons learned making an open-world game filled with machines meant to act like living creatures. ...
In 2011, the Bowery district was alive and kicking. A wretched hive of scum and villainy. It was supposed to be one of the regions players would bounty hunt aliens in the cancelled sequel to Prey. ...


Clickiz.com is a social bookmarking place where you can share, find & discuss the best news around on most topics. We focus on hi-tech reviews, gadgets and geekery but we like almost anything that's awesome, appealing and thought-provoking! er6i9ds5mz



Add to Technorati Favorites
Username:

Password:

Remember: