This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
Procedural content generation needs automated playtesting, here’s one approach to explore.
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players with a focus on art and narrative-driven games and transmedia.
In parts 1 and 2 we talked about the design of our Discord RPG; part 3 of this blog series covers the technology used to build it, including servers, database and API choices.
In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility.
With the advancement of technology in computer games, 3D games are becoming very common. But years back when there was no support for 3D elements, it was quite hard to develop 3D games but solution found at that time was an Isometric view, of 2D elements.