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Today is the 27th anniversary of the first Sonic the Hedgehog game, and you should mark the occasion by reading this classic interview with co-creator Hirokazu Yasuhara. ...
Gamasutra looks at how the holistic level design of Prey gives players room to tell stories of their own. ...
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile. ...
Ubisoft game designer Stanislav Costiuc on the dos and don'ts of open-world game design. ...
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully? ...
Take a look back at this 2015 chat with devs who have worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start. ...
"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." ...
This blog post by Josh Bycer presents an interesting question: How much should consumers know about making games? ...
In this 2015 feature, we examine how F2P monetization mechanics are seeping into premium game design by looking at Mortal Kombat X and asking: how do you monetize without compromising game design? ...
How a ragtag band of rebel modders fleshed out crucial missing sequences in Obsidian's Knights of the Old Republic II, and how that material came to be incorporated into the official Steam version of the game. ...


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