Recently had the opportunity to build 3 demos to demonstrate the power of game feel!
Recently had the opportunity to build 3 demos to demonstrate the power of game feel!
โJust add the crafting from Minecraftโ
โJust add the BFG from Doomโ
โJust add X from game Yโ
How many times have you heard this?
Join me in this class is about building features that serve your gameโs vision, not someone elseโs.
www.intogames.courses/course/desig...
GodotCon 2026 is happening soon and it is time to submit your proposals!
๐ณ๐ฑ Amsterdam
๐
23-24 of April
๐Pathรฉ Amsterdam Noord
The ticket shop up yet, but you can start submitting your proposals for talks or workshops using this link:
๐ talks.godotengine.org/godotcon-ams...
damn this went hard
โWe donโt need tutorialsโฆโ
Hi Internet! I'm Drew and THIS IS MY FACE.
If this GIF has ever brought you joy in the past, I humbly ask you to consider making a donation to the National MS Society. It would mean a lot to me and to those I know affected by the disease!
Donate at blinkingguy.com
Two months ago, I kicked off a weekly Level Design Resources series on LinkedIn.
Now that Iโve started reposting them here, I compiled them into a easy-to-access Archive on my portfolio!
marceloviannajr.myportfolio.com/level-design...
#gamedev #indiedev #leveldesign #gamedesign #learn #games
There is nothing in game development that cannot be fixed with refactoring, k-pop and caffeine
I strongly believe that mechanics should evoke theme. If I want fast, loose, cinematic action, I don't want to roll out a square grid and sit through ten minute turns. If I'm playing horror, I want to feel vulnerable. Different systems inherently feel different to play and contribute to the mood.
It's the 10th anniversary of Everybody's Gone to the Rapture. Here's a thread of images that very few people will have seen. Thanks to the opportunity that Sony Santa Monica gave us, we had the freedom to explore ideas, even if that meant we left a lot of amazing work on the cutting room floor...
Career journey of a game dev
Intern: I can't wait to learn how games are made!
Assoc: I can't believe that's how games are made
Mid: I still have no idea how games get made
Senior: No one knows how games are made
Leadership: I can't believe that game got made
Miro is a 4X real-time strategy game
One day I will open Unreal, validate FMOD and things will justโฆ work.
But not today ๐
there are many kinds of people who make games. but also maybe we can be mostly boiled down to:
1: struggled in school, always a bit defiant, passionate about (game from when they were 13), neurodivergent
2: teacher's pet, people-pleaser, games saved their life, no other life skill, neurodivergent
This is really smart process, games should do this
i posted โWhy making art matters: We no longer have a type of industry where we can chase financial success. We can only sustainably fail.โ to @itch.io too!
itโs already got a few thoughtful comments ๐๐
itch.io/blog/913864/...
i do appreciate how this ended up being meaningful to people.
#GameDev
"It's not possible anymore to promise anyone a safe career in the game industry, if they just work hard enough, have enough of a portfolio, or pursue the right education. It is however possible to promise that anyone can be in the game space as artists, exploring what the craft means to them. "
Blutgang model, with texture breakdowns
Art time, I made Blutgang from Fire Emblem Three Houses!
I previously made Marianne's relic when FE3H first came out, but wanted to give it another bash after making Aymr for the 5th annviersary last year.
I cannot recommend enough Situational Game Design - it really elegantly walks us through the psychology of play while also helping us build a toolkit of understanding how players are going to engage with what we have planned for them :)
When Iโm dealing with something quite big task-wise I always make sure I leave a smaller sub-task I really look forward to for the next day. That way rather than being daunted by the task I canโt wait to jump back in.
I call it โHaving Desert for Breakfastโ method ๐
Silent Hill 2: Parliament Edition
went and wrote about gameplay loops :)
blog.joeyschutz.com/the-case-aga...
Leaning more into the Science-y bit (since Left Hand of Darkness was already suggested) I strongly recommend The 99% Invisible City - it translates things we see every day into context!
Also Robert Sheckleyโs short stories (Douglas Adams quoted him as one of the biggest inspirations to Hitchhicker)
Also Card Draw kind of has a similar vibe and does integrate some interesting stuff with dice oddeyes.itch.io/carddraw
something gamers donโt know: in dev lore is secondary to your game systems. if the systems donโt function u ainโt got lore & if ur lore ainโt expanding on ur systems then u got two separate ideas not in agreement. figuring out what systems suggest is the primary story component in early dev
The reason crafting is in every game now: It's like money laundering for game designers
Let me explain.
Finn from Tangled being surrounded by swords
RPGs that have a hungry stat should also have a hangry feat - instead of dying you deal and you take extra damage during combat but your dialogue options become more incoherent and bitchy