Tag "Game Design"  (0 - 30 of 181)
Weekly Devlog 12: Lets talk Design!

Weekly Devlog 12: Lets talk Design!

News

It's design day! Let's talk puzzles, progression, level design and more!

(#42 Dev Diary) Industrial pipes & ancient kings

(#42 Dev Diary) Industrial pipes & ancient kings

News

Presentation of two level environments - red and yellow. Pictures, videos.

Making Freedom!

Making Freedom!

News

Making Freedom was a way for me to refine my programming skills and see how well I can make a game on my own. Freedom has evolved from the custom loading...

Devlog #03 - Level Design preview

Devlog #03 - Level Design preview

News

Hi everyone, for this post we want to show you some sketches of the level design for the game.

DevBlog: Information is Power

DevBlog: Information is Power

News

During our internal playtests we've found that the readability of the game is lacking, to say the least. Players need a lot of information, and previously...

3 Things I Wish I Knew when I started Level Design

3 Things I Wish I Knew when I started Level Design

Tutorial

Do you think Level Design is easy? Think Again! Having a memorable, engaging and intuitive level design takes a lot of practice, experience and the right...

Reflections on Tutorial Design in Puzzledorf

Reflections on Tutorial Design in Puzzledorf

Tutorial

This article looks at how I tried to create textless tutorials and instead teach through design; to use experiences to help people learn through play.

Bringing Balance to the Force

Bringing Balance to the Force

News

We take a look at some of the most important balance changes coming to the mod in the upcoming Beta 2 update.

Helena Devlog #23 - Out with the old

Helena Devlog #23 - Out with the old

News

In with the new. let's take it easy this week. We showed level design progress of the office before, let's do the same with the city.

Helena Devlog #22 - New in-game Animations

Helena Devlog #22 - New in-game Animations

News

Today we're gonna talk about some of the new animations we made for helena.

Helena Devlog #21 - Transitional Cutscenes

Helena Devlog #21 - Transitional Cutscenes

News

Let's talk about screen transitions. Helena could do with some new cutscenes.

Helena Devlog #20 - Collectible Rewards

Helena Devlog #20 - Collectible Rewards

News

Let's make these collectibles worth grabbing, shall we?

DB9 - Sound of Silence

DB9 - Sound of Silence

News

Sound is a big part of almost every game - and that's why we're proud to present to you the amazing people responsable for Oizys sound and some of the...

DB9 - Lights, Sound, Action!

DB9 - Lights, Sound, Action!

News

Sound is a big part of almost every game - and that's why we're proud to present to you the amazing people responsable for Oizys sound and some of the...

The Sixth Sun: Disruptor-type enemies and Lighting

The Sixth Sun: Disruptor-type enemies and Lighting

News

In this article we explore a game design issue we encountered while developing The Sixth Sun and show our journey towards finding the most fitting solution...

Breeze of Chimes - UI / UX Design

Breeze of Chimes - UI / UX Design

News

In today's post we will be talking about our UI Design and the philosofies behind it!

Devlog #6: Same Player Different Shapes

Devlog #6: Same Player Different Shapes

News

In this Devlog for Caapora - Oath of the Forest, Afonso will give an in-depth analysis at one of our core gameplay mechanics, the Shapeshifting ability.

The Sixth Sun: Enemy Roster

The Sixth Sun: Enemy Roster

News

In this article, we present the enemy units currently implemented in the most recent build for our game, The Sixth Sun.

The Sixth Sun: New Enemy Implementations

The Sixth Sun: New Enemy Implementations

News

In this article, we present two new enemy units implemented in the most recent build for our game, The Sixth Sun.

The Sixth Sun: Enemy Encounter System

The Sixth Sun: Enemy Encounter System

News

In this post we go trough a system of building combat encounters and the components that allow us to quickly design and iterate over the chaotic battles...

Dev Vlog: Level Sequencer

Dev Vlog: Level Sequencer

Feature

Break down of a level transition effect I've made with the UE4 Level Sequencer.

"Making of" Room 54 Level - DevBlog

"Making of" Room 54 Level - DevBlog

News

Hi! In this short DevBlog we're showing off the backstage of Room 54 Level creation : )

Devlog #3: When Roots Sprout into Gameplay Vines (and Loops!)

Devlog #3: When Roots Sprout into Gameplay Vines (and Loops!)

News

Previously we talked about how we created the Core in Caapora, and how we defined our Game Pillars from it. In this Devlog for Caapora - Oath of the Forest...

The Sixth Sun: Enemies

The Sixth Sun: Enemies

News

In this article, we present the enemies that have been developed so far, as well as some concepts we have for future enemies.

1 YEAR of Game Development in 10 Minutes! - Zombies in Space

1 YEAR of Game Development in 10 Minutes! - Zombies in Space

News

My game development journey over the last year with my game Zombies in Space!

Devlog #2: Laying Down Gameplay Roots

Devlog #2: Laying Down Gameplay Roots

News

When creating a video game, Game Design will arguably be one, if not the most, important components. In Caapora - Oath of the Forest, the gameplay has...

The Sixth Sun: Setting the Design Pillars

The Sixth Sun: Setting the Design Pillars

News

In this article we present our employment of the 'Design Pillars' for The Sixth Sun, setting the game's intended experience and core ideas.

Zombies in Space - Devlog 6 - Preparing for the Alpha!

Zombies in Space - Devlog 6 - Preparing for the Alpha!

News

This devlog reviews the latest changes to the game as it is prepared for alpha testing!

Mechanics in #WhereAreYouVideogame

Mechanics in #WhereAreYouVideogame

News

Where Are You is a Walking Simulator, but I wanted to include a few of mechanics with a narrative relevance. How am I doing it?

Zombies in Space - Devlog 5

Zombies in Space - Devlog 5

News

This devlog focuses on the creation of the first boss the players will encounter during the game. Based on a previous enemy in the game, and some inspiration...

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