Teaching Games and Art, Cinematography, Sound Design, Comics, Mythology, Semiotics.
Learning anything that i can.
DiGRA Member.
#GameDev
#GameDev
A player always finds a way to get what they want from a game.
A player always finds a way to get what they want from a game.
Platforms have the main matter of being a bridge between the player and the developers. Nothing more nothing less.
Platforms have the main matter of being a bridge between the player and the developers. Nothing more nothing less.
Having achievements or not should be on the control of the developers not the platforms themselves.
Having achievements or not should be on the control of the developers not the platforms themselves.
Achievement is not only the High Score or %100ing a game.
Anything that #gamedev decides to be an achievement could be one.
Achievement is not only the High Score or %100ing a game.
Anything that #gamedev decides to be an achievement could be one.
A #gamedev who knows their player creates achievements with this awareness.
A #gamedev who knows their player creates achievements with this awareness.
They have a way of connecting the players to the developers with their existence in the game.
They have a way of connecting the players to the developers with their existence in the game.
Sadly a #Gamedev has no control over it now the platform has.
Sadly a #Gamedev has no control over it now the platform has.
A whole game is a structure made up of small games.
Careless small details can make a meticulous large structure seem worthless.
A whole game is a structure made up of small games.
Careless small details can make a meticulous large structure seem worthless.
That's why sometimes we get "copycat UI looks" and it's bad for your desired design style.
That's why sometimes we get "copycat UI looks" and it's bad for your desired design style.
MOBA games could be a good example for mini map importance because it helps the player to track what is going on in the far end of the map.
MOBA games could be a good example for mini map importance because it helps the player to track what is going on in the far end of the map.
A good #gamedev is always sure on how much space and importance their pathfinders and maps have in their design from the beginning.
A good #gamedev is always sure on how much space and importance their pathfinders and maps have in their design from the beginning.
Sometimes it's good to have it. Some games just need a compass or an small indicator of where the player is and where they need to go.
A #gamedev has to decide how they are going to include their pathfinder to the UI according to what the game needs.
Sometimes it's good to have it. Some games just need a compass or an small indicator of where the player is and where they need to go.
A #gamedev has to decide how they are going to include their pathfinder to the UI according to what the game needs.
For an example; showing the health bar when player is in combat and hiding it when the player is free-roaming is a good design but having a hotkey to let player control it is amazing #gamedev move.
For an example; showing the health bar when player is in combat and hiding it when the player is free-roaming is a good design but having a hotkey to let player control it is amazing #gamedev move.
A game designer always needs to be sure what is going to stay on the screen.
#gamedev
A game designer always needs to be sure what is going to stay on the screen.
#gamedev
#gamedev
#gamedev
Game do and will shape the culture itself.
Game do and will shape the culture itself.
Game visuals are a field of study and thought in themselves.
In order to think about and produce game visuals, it is necessary to learn how to read games from scratch.
#gamedev #AcademicSky
Game visuals are a field of study and thought in themselves.
In order to think about and produce game visuals, it is necessary to learn how to read games from scratch.
#gamedev #AcademicSky
#gamedev
#gamedev