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Classic I guess?
Crack: The Original

Classic I guess?

Crack: The Original Music

Something I need to listen, and add to my game. and please no modern-interfluced! just like the 90s.

Who'll Voice them?
Crack: The Original

Who'll Voice them?

Crack: The Original Voice Acting

This is the inprovant event for the game. like the cutscenes.

How do you make a game for DOS in 2017?
Chuck Jones: Space Cop of the Future

How do you make a game for DOS in 2017?

Chuck Jones: Space Cop of the Future Client Side Coding

I've recently been getting some questions about my process such what tools I use or how I work. Seeing as I haven't written a super technical article...

Character Animation Workflow in The Iron Oath
The Iron Oath

Character Animation Workflow in The Iron Oath

The Iron Oath Animation 6 comments

A quick little guide on how I go about animating all of the characters in our dark tactical RPG The Iron Oath.

Work Manual
Lobotomy Corporation

Work Manual

Lobotomy Corporation Other

Work Manual for beginners. We will add a tutorial later.

Infinite chunk generation in Unity (4 million blocks - 40 fps)
The Traveler (Voxel RPG)

Infinite chunk generation in Unity (4 million blocks - 40 fps)

The Traveler (Voxel RPG) Client Side Coding

Here are some things we learned from our experience of designing fast, smooth and efficient chunk-based terrain generator.

Skelattack - Character Design
Skelattack

Skelattack - Character Design

Skelattack Design/Concepts 1 comment

A quick rundown of what I need to focus on when designing characters for Skelattack. Examples and detailed tips included!

Unity 3D: How we optimized Ragdoll animation of death
Slash Arena: Online

Unity 3D: How we optimized Ragdoll animation of death

Slash Arena: Online Client Side Coding

To make the death looks more realistic we used usual ragdoll animation based on physics. And everything was good… in the beginning. When the number...

Paralycid - Implementing a virtual cursor with Unity
Paralycid

Paralycid - Implementing a virtual cursor with Unity

Paralycid UI/HUD

We have implemented a new virtual cursor for the in-game mobile phone in Paralycid.

From Concept to Assets
Unlawful

From Concept to Assets

Unlawful Design/Concepts 4 comments

How we create assets by drawing on paper and then afterwards we create a pixel art asset with Pyxel Edit.

Game Dev & Design - Combat Visual Scripting (part 2)
BUCK

Game Dev & Design - Combat Visual Scripting (part 2)

BUCK Animation

On this episode of "GDD" - Game Dev & Design Gal continues to demonstrate visual combat scripting in Unity.

"But you should go to the counter!" – Fixing A Bad Design
The Tavern RPG

"But you should go to the counter!" – Fixing A Bad Design

The Tavern RPG Design/Concepts

We made a mistake in our design and we think it’s quite an interesting one, even if it’s rather small.

Nalia enters The Tavern – designing our first hero
The Tavern RPG

Nalia enters The Tavern – designing our first hero

The Tavern RPG Design/Concepts

Moral Anxiety Studio is getting ready to release its first video game – The Tavern. While the beta tests are in progress and I try to polish the game’s...

Game Dev & Design - Combat Visual Scripting (part 1)
BUCK

Game Dev & Design - Combat Visual Scripting (part 1)

BUCK Animation

On this episode of "GDD" - Game Dev & Design Gal demonstrates visual combat scripting in Unity.

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity
BUCK

Game Dev & Design - Episode 1 | Options Menu, UI, Photoshop and Unity

BUCK UI/HUD

A new experimental segment called "GDD" - Game Dev & Design where Gal documents his work on BUCK as he adjusts the game through Early Access based on...

I am overburdened, miles of tiles
I Am Overburdened

I am overburdened, miles of tiles

I Am Overburdened Textures

Short article, a bit tutorial-ish, about the tile graphics of I am overburdened.

I am overburdened, evolution of box-art
I Am Overburdened

I am overburdened, evolution of box-art

I Am Overburdened Concept Art

Took most of last week off for vacation == no entries, sorry about that, but this week I'm going to make multiple videos and blog posts :) ! This first...

Devlog 10 / Building your Avatar for VR
BeeBeeQ

Devlog 10 / Building your Avatar for VR

BeeBeeQ Skinning 1 comment

A quick run through on how we brought the Chef avatar to life by building and rigging a complex character rig for VR

Teach the kids English (Part 4)
Kikai

Teach the kids English (Part 4)

Kikai Client Side Coding

I have improved the whole language system greatly. It now has a rather solid structure and flow, with other supporting systems like the NPCs’ short...

Commercial Video Game all by Yourself, Part 4: Going Off The Grid
Minesheeper

Commercial Video Game all by Yourself, Part 4: Going Off The Grid

Minesheeper Mapping/Technical

The fourth in a series documenting the production of a commercially viable game, entirely unaided. In this article we explore mazes, numbers and historical...

A New Approach To Turn-Based Strategies
Ash of Gods: Redemption

A New Approach To Turn-Based Strategies

Ash of Gods: Redemption Design/Concepts

This article describes a new approach we took to implement the turn-based combat in an RPG with some twists to the traditional rules.

Teach the kids English (Part 3)
Kikai

Teach the kids English (Part 3)

Kikai Client Side Coding

I have created a “word with labels” system which allows the kids to learn every single word, instead of learning only patterns. The kids have also...

Making an Impressive Trailer for your Game with Zero budget
Tower Fortress

Making an Impressive Trailer for your Game with Zero budget

Tower Fortress PR

A simple guide on how to make a trailer without spending a dime.

Making a Procedural 2D World in Unity Part I
Twin Flames

Making a Procedural 2D World in Unity Part I

Twin Flames Level Design/Theory

Hi, I’m Will, one of the lead programmers of Twin Flames. I’ve previously worked on other big Fat Panda projects such as Flat Kingdom or Lobo With...

How to Stand Out at Pax and Game Expos

How to Stand Out at Pax and Game Expos

Other Tutorial

Don't let being normal kill your PAX or Game Expo experience. This guide provides helpful advice and tips on how to stand out from the crowd and maximize...

Mod Tutorial: Peasant Revolt
Airships: Conquer the Skies

Mod Tutorial: Peasant Revolt

Airships: Conquer the Skies Starting a mod 1 comment

This is an in-depth tutorial for newcomers to modding Airships. We are going to make a simple mod that adds a new kind of enemy to spawn in strategic...

Creating a planet of your own
Starpoint Gemini Warlords

Creating a planet of your own

Starpoint Gemini Warlords Props Modelling

A step-by-step tutorial explaining how planet models are prepped and assembled for Starpoint Gemini Warlords. The bulk of the tutorial deals with properly...

Why a bit of effort in marketing your games helps a lot!
Computer Repair Simulator

Why a bit of effort in marketing your games helps a lot!

Computer Repair Simulator PR

Why a bit of effort in marketing your games helps a lot! So you want to be a game developer? You want to follow your dream and make your game? You want...

Getting In-Game
Project Sonnensystem

Getting In-Game

Project Sonnensystem Other

Of all the things a multiplayer game should have trouble with, this really oughtn't be one of them.

Time Manipulation in Unity - Level Creation
Lintrix

Time Manipulation in Unity - Level Creation

Lintrix Client Side Coding 2 comments

Time manipulation & custom timeline uses for level creation in Unity.

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Unity 3D: How we optimized Ragdoll animation of death
Unity 3D: How we optimized Ragdoll animation of death Intermediate Client Side Coding
Mod Tutorial: Peasant Revolt
Mod Tutorial: Peasant Revolt Basic Starting a mod
Personal Daemon
Personal Daemon Advanced Design/Concepts
Character Animation Workflow in The Iron Oath
Character Animation Workflow in The Iron Oath Intermediate Animation
A New Approach To Turn-Based Strategies
A New Approach To Turn-Based Strategies Basic Design/Concepts
Making a Procedural 2D World in Unity Part I
Making a Procedural 2D World in Unity Part I Intermediate Level Design/Theory
What a game designer needs to know?
What a game designer needs to know? Basic Design/Concepts
Work Manual
Work Manual Basic Other
6 steps to play with player's mind
6 steps to play with player's mind Intermediate Design/Concepts
Infinite chunk generation in Unity (4 million blocks - 40 fps)
Infinite chunk generation in Unity (4 million blocks - 40 fps) Intermediate Client Side Coding
How do you make a game for DOS in 2017?
How do you make a game for DOS in 2017? Intermediate Client Side Coding
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