『星のカービィ』『大乱闘スマッシュブラザーズ』など。
とりあえずアカウント作ってみました!
[1986: The Year of Legend]
In my opinion, 1986 was a truly amazing year for gaming. Just look at all the big titles that released in Japan that year!
I captured a lot of footage for this one...
[1986: The Year of Legend]
In my opinion, 1986 was a truly amazing year for gaming. Just look at all the big titles that released in Japan that year!
I captured a lot of footage for this one...
[Bug Testing Systems]
The teams we rely on for bug testing can sometimes be larger than the actual development team on a given game. Today, I'll discuss some of the fundamentals of how this process works.
[Bug Testing Systems]
The teams we rely on for bug testing can sometimes be larger than the actual development team on a given game. Today, I'll discuss some of the fundamentals of how this process works.
[Playing Games in Front of Other People]
For some reason, I find myself playing games in front of other people rather often...
In a way, it's just like giving a presentation. Seeing is believing!
[Playing Games in Front of Other People]
For some reason, I find myself playing games in front of other people rather often...
In a way, it's just like giving a presentation. Seeing is believing!
[Using Parameters to Establish Characters]
Games are made up of sets of numbers, but it's up to their creators to decide what feelings those numbers convey. Like graphics and sound, game parameters are a kind of art, so we want them to be memorable.
[Using Parameters to Establish Characters]
Games are made up of sets of numbers, but it's up to their creators to decide what feelings those numbers convey. Like graphics and sound, game parameters are a kind of art, so we want them to be memorable.
[Making the Imaginary Feel Real]
Objects in games are weightless, insubstantial imitations—and yet, they don't feel that way thanks to all the hard work creators put into maintaining the illusion.
[Making the Imaginary Feel Real]
Objects in games are weightless, insubstantial imitations—and yet, they don't feel that way thanks to all the hard work creators put into maintaining the illusion.
[Balancing Ambient Sounds]
Ambient sounds are likely the least exciting audio you'll hear in a game. All the same, they're vital for bringing your world to life—so you'll want to make them as natural and subtle as possible!
[Balancing Ambient Sounds]
Ambient sounds are likely the least exciting audio you'll hear in a game. All the same, they're vital for bringing your world to life—so you'll want to make them as natural and subtle as possible!