Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 20, 2020
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Yowan Langlais's Member Blogs

Posted by Yowan Langlais on Wed, 29 Oct 2014 01:59:00 EDT in Design, Art, Console/PC, Indie
A thorough breakdown of how we designed a fully "playable" UI for our local-multiplayer party game, Toto Temple Deluxe!

Posted by Yowan Langlais on Fri, 25 Jul 2014 04:24:00 EDT in Design, Console/PC, Indie
Designing a game with an appropriate difficulty curve is something really hard, but what happens when you try to scale difficulty, but without a curve?

Posted by Yowan Langlais on Fri, 25 Jul 2014 04:22:00 EDT in Design, Console/PC, Indie
Making a game is rarely a straightforward process, and if so odds are the maker did not care enough. Game design is much like an ecosystem; we can see the birth and death of many ideas through the evolution of the design. Here are examples.

Posted by Yowan Langlais on Wed, 09 Apr 2014 02:47:00 EDT in Design, Console/PC, Indie
A finished game is rarely the same as its original concept, but why and how the basic rules of a game can be transformed through a loop of four simple but fundamental steps: execute, test, evaluate, find solution. See how we managed it in Toto Temple.

Posted by Yowan Langlais on Wed, 12 Mar 2014 09:31:00 EDT in Design, Programming, Production, Indie
We need an unique game, with rules that set it apart from a generic platformer. Now its time to take you through the journey that has been designing Toto Temple as an unique game!

Posted by Yowan Langlais on Tue, 04 Mar 2014 05:12:00 EST in Design, Programming, Console/PC, Indie
Collision/Physics engine in unity have been a blessing, but it has its fair share of flaws when trying to adapt it to a fast paced platformer, now I will talk about these and the workarounds to get near perfect collision detection.

Posted by Yowan Langlais on Mon, 24 Feb 2014 02:12:00 EST in Design, Programming
In Toto Temple Deluxe, we need the characters to tightly respond to a player's inputs. It requires a little bit of common sense, psychology in game design and lots of foreseeing in the code. Lets take it a step further with the jumping mechanism.

Posted by Yowan Langlais on Fri, 14 Feb 2014 12:17:00 EST in Design, Programming
We have recently announced our first local multiplayer / arena game for Ouya, Toto Temple Deluxe, and we thought it'd be great to share our development process. Our first entry covers the controls, more specifically the left and right movements.

[Previous Yowan Langlais Blogs]