Discover and read the best of Twitter Threads about #gamedevelopment

Most recents (12)

everyone who prefers spending Christmas on the exotic beach in the shade of palm trees, enjoying the company of stunning babes.

This 30-line #gamedevelopment is stuffed with free spins that can be retriggered, however, the main attraction comes in
conejousd.org/sequoia/User-Pโ€ฆ the form of Progressive Jackpots, which are triggered at random and can be won at the conclusion of any round. If you still havenโ€™t tried the most exciting version of RTGโ€™s Naughty Or Nice series, this Christmas season is the right time to give it a shot.
blog.storymirror.com/read/lyg72b7v/โ€ฆ After Big Bass Bonanza, Bigger Bass Bonanza, and the Megaways version of this slot, the Christmas edition of this fantastic fishy story finally hit the virtual floors of online casinos. Beautifully written by Pragmatic Play and based on the standard 5x3
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๐ŸฆŠ๐— ๐—ฎ๐—ฐ๐—ฟ๐—ผ ๐——๐—ฒ๐˜€๐—ถ๐—ด๐—ป ๐——๐—ผ๐—ฐ๐˜‚๐—บ๐—ฒ๐—ป๐˜ ๐—ณ๐—ผ๐—ฟ @CryoftheFox .

We created a Macro Design Document in Miro. This is a document shows a high-level view of your videogame. Let's dissect it!

๐Ÿงต๐Ÿ‘‡

#buasgames @BuasGames #CryoftheFox #gamedevelopment #gamedesign #gamedev
In this section we set the core idea of the game. What does the player experience, and what are the game pillars? It summarizes the core experience of the player, by using Game Pillars that the game is based around.
The Level Overview showcases all the parts of our Demo Level. It breaks it up in different sections with each a specific goal. We also note down the Collectibles the player can find in the level, and the location of those.
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๐ŸฆŠ๐—ฆ๐—ฐ๐—ฟ๐—ถ๐—ฝ๐˜๐—ฒ๐—ฑ ๐—˜๐˜ƒ๐—ฒ๐—ป๐˜๐˜€ ๐—ถ๐—ป @CryoftheFox .

In the pre-production phase of our student project, I've created multiple Scripted Events. Let's take a look at some of them! :)

๐Ÿงต๐Ÿ‘‡

#buasgames @BuasGames #indiedev #CryoftheFox #gamedevelopment #gamedesign #UE4 #gamedev
Here you can see a quick little animation that is meant to invoke fear to the player. These little scary suprises help us increase the tension of the section.
Here I rotate the camera with the corner to make sure that the player always notice the prey they are hunting. This quick glimpse of the prey invokes curiosity and makes you want to run after it.
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Ok, going to do a ๐Ÿงตof general advice for students. Here we go. #gamedevelopment
Presentation is important. I know not everyone is a lighting artist or wants to be. But take the time to learn how to light your work with the basic principles of a 3 point light setup for an asset, or lighting based on the composition of your scene.
Show me you have an eye for materials, the contrast between wood, metal and plastic. Show me you can do the simple generic assets that are the bread and butter of every game, as well as the hero assets. Most of your time will be spent on those generic pieces.
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EASY GAMES YOU CAN PLAY ON YOUR WEB BROWSER WITH FRIENDS
Whether or not youโ€™re one who invests a significant amount of time in video games like Animal Crossing or Fortnite, it never hurts to wind down by playing simpler games online.
#gamedevelopment
webanketa.com/forms/6cskje9mโ€ฆ Being more beginner-friendly and accessible through any computer or mobile device, browser games can be used to pass the time or sometimes for bonding with friends virtually, especially during times of self-isolation. From shooting-based to online
community-focused selections, weโ€™ve put together a list of games you can try out when youโ€™re bored.
For all the โ€™90s babies, this list will definitely spark nostalgia. The roster begins with Taiko no Tatsujin, Bandaiโ€˜s popular rhythm game often found in arcades.
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In 2007/2008, I was lead designer on a Superman game that was never released - because the economy crashed hard. It killed our publisher, our studio (Factor 5), and the game.

I have multiple unreleased games through my career, but THIS is the only one I mourn to this day...
The goal was to present super brawls as they were seen in the cartoons and comics. JLU was our main touchstone. We put together this fast video montage to show what everything we wanted to have as gameplay. And we DID IT.

Aerial brawling, large urban environments, crashing through buildings, fast target engagement, knocking your foe into the next block, shockwaves from hits, impact grooves in the streets or building sidesโ€ฆ all of it.
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I've asked you about the best ways you know to market your game. Here are your answers:
#indiedev #indiegame #indiegames #IndieGameDev #gamedev #gamedevs #GameDeveloper #gamedevelopment #videogame #videogames #gamers #gaming #indiegaming
Leading Answer: Build a community organically. You can do this by doing two things

First off, stay active and consistent in posting progress about your project. Gifs and Videos are best. Post even if you feel like you have nothing to show
Secondly, engage with other creators - help them when possible, be social, try to grow THEIR project. What goes around comes around
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Finally what I actually wanted to post ๐Ÿ˜…

Here is a first dynamic update version of the rendering

Got a couple of things to optimize and reduce/remove some expensive operations that cause drops in the video

@ElaborateGames @AlexanderBorner @unity3d #screenshotsaturday
BTW

Doing shadow culling could potentially improve performance a lot

but it's perhaps not necessary for our usecase so that's just a sidenote
Started adding support for additional properties per instance (test with subtle brightness variation)

@ElaborateGames @unity #gamedev #madewithunity Image
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thread 1/7
Overviews! I love them but they quickly fall out of grace in the fast iterations of #gamedevelopment
This is a slightly pimped #overview of a level I'm currently making together with my #leveldesign students.
thread 2/7
these are my thoughts about overviews; they are super important in the beginning of a project when trying to find the right path and communicating you #leveldesign ideas to your team.
thread 3/7
In #gamedev the game is god. therefore all documentation including LDD:s are living documents in the beginning but tend to fall of the grid later in the production. I use overviews to fast forward my own designs in the alpha-stage of the production.
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Happy Monday everyone! So, I'm going to start this week by asking everyone to take a new week's resolution.

STOP using the description 'Walking Simulator'. From today.
USE 'Narrative Exploration game' instead.

Seriously. 'Walking Sim' is a 'gamer' term design to exclude.
'Walking Simulator' = something dull. It's a title that ignores the narrative, which pushes games to be the same as each other.

If you value narrative in games, let's consign this name to the past where it belongs.

'Narrative Exploration' celebrates what these games do.
Games must be open to all forms and all players. Storytellers should stop using the terms we are given and find ones that tell our story.

So, no more 'Walking sims', only 'Narrative Exploration games'.

Please RT #gamewriting #gamedev #gamedevelopment
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Writing Myths #3 Writing Portfolios are the magic way into the industry!!
Get a portfolio said the writing panel/advice/speaker in what is the latest throwaway simple advice that instantly builds a careerโ€ฆ. So, letโ€™s talk about them.
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1)Portfolios are NOT magic. Simply having one doesn't get you a job. Tey are a tool to be used in chasing work and an increasing number of employers ask for them. Having one can be very useful, but just putting some bits of writing in the same place does not = instant career.
2) People tend to read your email first, then your c.v. and then portfolio. Mess up stages 1, or 2 and 3 may well not matter. Always rework your email, c.v. and portfolio for EVERY application. Focus on what matches that job/company.
Read 60 tweets

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