Road to Monochroma - Platformer Design Elements tutorial. Orçun Nisli, the creative director and designer of cinematic puzzle platformer Monochroma, categorize and explain the design elements of platformer games that varies from old classics to new titles.
Monochroma, a cinematic puzzle-platformer game, is the first big project out of Nowhere Studios and has been in development for 18 months. As the creative director and designer, it was my job to search for articles that could help us understand the core gameplay mechanics in pre-production. However, I couldn’t find materials that focused solely on puzzle-platformers. This gap gave me the perfect opportunity to investigate core design choices of other puzzle-platformers.
The main part of my research was to define puzzle-platformer elements. I will provide examples from a number of platformers to categorize gameplay mechanics and their respective sub-elements. Exploration is the experience of searching the unknown. Locks & Keys Procedural Generation Experimentation Fake Walls & Invisible Portals.
About indie games. Indie Game Studios. Google Maps. Screen reader users: click here for plain HTML MoreEven more from Google Sign in Satellite Traffic Photos Terrain Bicycling Exit Edit in Google Map MakerReport a problem Map data ©2014 Google - 5 km 2 mi Canada Not your current location?
Google Maps offered in: français. Platform Games. What developers can learn from that Night Trap Kickstarter. When Night Trap co-creator Tom Zito launched a Kickstarter campaign earlier this month to fund development of a high-definition remake called Night Trap ReVamped, we had a lot of questions about the project.
So did many members of the game industry: developers and journalists alike (including former Gamasutra editor Frank Cifaldi) quickly began voicing concerns about whether Night Trap, LLC -- the company under whose aegis Zito launched the Kickstarter -- might be fleecing its backers. To learn more about the project, Gamasutra spoke to some of the people involved -- including Zito and his fellow Night Trap co-creator Rob Fulop. So did other journalists, most notably Kotaku reporter Nathan Grayson, who shared the details of his conversation with Zito in an article aimed at elucidating the project for potential backers.
Tell backers exactly what they're getting and how you'll build it First and most importantly, significant details about this Kickstarter were kept distressingly vague. The respawn hypothesis. Anjin Anhut on game design, pop culture and art. 5 tips for making great animations for 2D games. In this era dominated by 3D games, when even the latest versions of Street Fighter and Super Mario Bros. are made up of polygonized characters, quality sprite-based 2D games are rare.
Many now consider the process behind making beautifully animated productions like Metal Slug or Aladdin to be a lost art, forgotten and undervalued as developers chased the excitement and economy of 3D graphics. But there are still a handful of gorgeous sprite-based games that release every once in a blue moon, and a few have had the fingerprints of animator Paul Robertson all over them, like Ubisoft Montreal's highly-regarded Scott Pilgrim vs. the World: The Game. Robertson's style is immediately recognizable, featuring short and stocky figures that look like River City Ransom characters brought up to modern standards, with much more detail and personality packed into each frame. "I just try to make the most awesome and ridiculous thing I can think of," explains Robertson. Software Needed for Making a Video Game" After designing the game's concept, as well as the characters and environments, the video game maker is ready for the computer work that will make it reality.
There are many programs for making video games and software packages available to the novice and experienced game maker that allows them to bring their creations to life without heavy use of coding. These software packages instead perform many functions automatically, using common computer interface actions such as "drag and drop," highlighting and double clicking. Android Game Development Tutorial - Kilobolt. List of game engines. Many tools called game engines are available for game designers to code a game quickly and easily without building from the ground up.
Free/libre and open source software Note: The following list is not exhaustive. It mixes game engines with rendering engines as well as API bindings without any distinctions. Proprietary Commercial Freeware These engines are available without monetary charge, but without the source code being available under an open-source license. With related games See also References Jump up ^ "blender.org - Installation Policy".