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blog.alexbeals.com | ||
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www.paradeofrain.com
As a game designer, one of things I try to avoid is creating disposable experiences. As any creative, if youre making it for an audience, you dont want it to be forgotten shortly after its introduction. Designing for longevity can be taken in two ways: Youre design is centered around story, atmosphere, characters, with less focus on mechanics. Mechanics are simply a vessel to get through an experience youve authored. Youve designed the mechanics that can be seen in their fullest from minute one, and are ... |
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www.tohya.net
Review for The Evil Within on the PlayStation 4. On one hand it's underappreciated. On the other I can see why it wasn't popular with many fans of horror games. |
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devmag.org.za
This article looks at the process of designing levels for a platformer: from the initial idea to the final playable level. |
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howlongtobeat.com
How long is Metal Gear Solid ?: Snake Eater? HowLongToBeat has the answer. Create a backlog, submit your game times and compete with your friends! |
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