#game design

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 Stop and smell the flowe… JESUS F'IN CHRIST. KILL IT! Still missing some polishing but hopef

Stop and smell the flowe… JESUS F'IN CHRIST. KILL IT! Still missing some polishing but hopefully is disgusting as is



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Skittery goblin.. tree… thingy atk animation.

Skittery goblin.. tree… thingy atk animation.


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“Ah! Always good to see another hero of the Tower!”Shaxx, LORDJust a wip of one of my favourite loud

“Ah! Always good to see another hero of the Tower!”
Shaxx, LORD

Just a wip of one of my favourite loudmouths out there.


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 Henshin! Tokusatsu Heroes Collection /Uchuu Keiji Sharivan/ Space Sheriff Sharivan! Yet again:. “Ch

Henshin! Tokusatsu Heroes Collection /Uchuu Keiji Sharivan/ Space Sheriff Sharivan!

Yet again:. “Chouchaku”would be more precise but c’mon.


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I never imagined I’d be able to level design. Now 3 years later I work as a Designer, and prototype

I never imagined I’d be able to level design. Now 3 years later I work as a Designer, and prototype in my spare time!

This is a playground I’m piecing together. It functions as a training ground where players experiment and test their skills, whilst showcasing core elements of the game in a safe space.

Get in touch: https://twitter.com/MarioBaroneDev


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PAX is almost here which means as a team we were all going crazy today trying to get as many improvements in the demo as possible before showing the project to audiences for the first time!

We still have a bunch of rough edges, but here’s to hoping that people will enjoy what we’ve been working on!

More Soon!

Game development typical is a huge mess of combined talents and skills, and sometimes along the way, it’s hard to see the final picture- BUT!

There’s this really awesome feeling when it starts to come together.

We’ve worked so hard to get the art, the music, the level and encounter design working together, and it’s almost there!

More soon!

Unveiled has come leaps and bounds, changing in design, style, narrative and overall playable experience, all for the better!

We’ve made some major changes in terms of design:

  • Larger, more open spaces
  • More focus on guiding and leading the player 
  • More reliance on the bow and the arrows (and powers that come with those…)
  • Smaller, shorter, more tangible experience

We’ve finally found a nice balance of combat, world narrative and puzzles to keep the player entertained whilst keeping them on their toes!

Check us out on twitter for upcoming events/demos!

https://twitter.com/UnveiledVR

More soon!


this is my attempt at a physics interactable bridge. as you can see it’s going great

More soon

Our pitch trailer went through so in my free time I’ve been working out my modular kit muscles.

After watching a great GDC video by Joel Burgess, I threw together an interior kit to help flesh out our levels.

More soon!

So things were going well with @danielstuddert in Bow vs Them before all trust was lost when I attempted to rig and animate a bow in VR.

Now we have a spaghetti bow.

Hopefully, some cool fire and explosions working tomorrow!

More soon

gamedev amiright


0.5 days left of this gamejam.

I hope y’all are excited as I am about this one!

Releasing on mobile in a few months!

updates soon

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help from @jakereason

We’re in the second week of our 4-week project developing a rhythm game in Unity, and this is kind of what we’ve looked like all week.



In Game Footage

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Overall progress is going good, and it’s been a blast so far!

Before I go, here’s a photo of my partners in crime @nicholasbarnett and Eduardo!

Yes! you heard me correctly! Very soon I will be delving into my first attempt at developing for VR! I’m finally going to go in and get my hands dirty, and try not to fail too hard whilst I’m at it.

In preparation for it all, I’ve started working on a (PC, mouse-driven) prototype that displays the most basic function of the game I’ve got planned. 

So without further ado~

I hope you’re all as excited for this as I am!

More soon!

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