This article will cover how to make a multiplayer mobile game. Basically, everything you need to get started with your game.
Many perfectly good games get abandoned which have decent revenue potential, but fall victim to how the entire hyper-casual market works, and end up on the scrap heap.
This is the continuation of the previous article, in which we talked about how to make the characters feel alive with animations. I recommend you to read it before diving into this one, to better understand the role of the animations in the artificial int
Game Dev Digest Issue #117 - Improving Visuals and Using Real-World Data. The latest from the free weekly Unity3d/gamedev newsletter.
For team-based or multiplayer shooters, cooperation and communication are usually critical components of gameplay. Using level design techniques, we can create spaces that incentivize team-play and discourage "Lone-Wolf" behaviors from teammates.
In this short post, I speak briefly about how teachers as narrative designers have unique insight into how the zeitgeist of young-adults changes which can have lucrative results to a company's bottom-line.
Once a mobile title, Golf Club: Wasteland came out on PC, PlayStation, Xbox, and Switch in September. Igor Simic, CEO and Creative Director at Demagog Studio, discusses the making of the melancholic masterpiece that is Golf Club: Wasteland.
After four years of building Super Animal Royale, we're confident that the success of the game's community is inseparable from the success of the game itself.
We have tried the Steam Playtest feature and we want to share the results with you!
Game Dev Digest Issue #116 - Do More With Less. The latest from the free weekly Unity3d/gamedev newsletter.