design

apj1uhafvhQ

Sonic The Hedgehog Movie Design Is Being Fixed!? – IGN Now

May 5, 2019

Backlash over Sonic the Hedgehog’s live-action design (and teeth) has caused the director to change the controversial look. Subscribe to IGN for more! http://www.youtube.com/user/IGNentertainment?sub_confirmation=1 ——————————— Watch more on IGN here! ——————————— DAILY FIX: https://www.youtube.com/watch?v=-_e1aXYckPE&list=PLraFbwCoisJCYFqFP7e7UQnHHZL05LooZ&index=2&t=0s GAME REVIEWS: https://www.youtube.com/watch?v=pCJmeQyJk1E&list=PLraFbwCoisJBTl0oXn8UoUam5HXWUZ7ES&t=0s&index=2 MOVIE REVIEWS: https://www.youtube.com/watch?v=pCJmeQyJk1E&list=PLraFbwCoisJBTl0oXn8UoUam5HXWUZ7ES&t=0s&index=2 TRAILERS: https://www.youtube.com/watch?v=hr1dfwy4n90&list=PLraFbwCoisJA6xInpo8WhMSrR3Y7CjatL&index=2 NEWS: https://www.youtube.com/watch?v=Ctgzg7MZiZ8&list=PLyN6dWP9XPgpzD7LJttHSs_peWliw7QSW #ign

Read More

Video: Overcoming AR design challenges with HoloLens

August 29, 2018

In this GDC 2018 talk, AR designer Bart Trzynadlowski discusses the design and technical challenges of augmented reality after a year of game prototype development on Microsoft’s HoloLens platform. …

Read More

Video: What developers should expect from design tests

August 28, 2018

In this GDC 2018 talk, Studio Gobo’s Peter Buchardt discusses best practices when taking design tests to help young designers land careers in a field they love. …

Read More

How CampW’s choice-driven design was shaped by a new narrative tool

August 23, 2018

†œWhat†™s really interesting about Branching Storywriter is that, while…we made a very text-based game, it†™s really not limited to that,” says Psyop’s Alexei Bochenek in this CampW design chat. …

Read More

How Camp W’s choice-driven design was shaped by a new narrative tool

August 23, 2018

†œWhat†™s really interesting about Branching Storywriter is that, while…we made a very text-based game, it†™s really not limited to that,” says Psyop’s Alexei Bochenek in this Camp W design chat. …

Read More

Game Maker’s Toolkit explores how devs can design for colorblindness

August 23, 2018

Game Maker’s Toolkit’s Mark Brown discusses how developers can better design for players with colorblindness and low vision in a new video from his designing for disability series. …

Read More

Learn to design AR experiences for unpredictable spaces at XRDC

August 23, 2018

At XRDC in October, Google’s Alesha Unpingco aims to equip you with design techniques you can use when creating augmented reality content that reacts and adapts to different environment sizes! …

Read More

Blog: Building a disruptive game design framework – Part 2

August 22, 2018

This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players. …

Read More

At XRDC, see how Unity bridges the gap between AR design & engineering

August 21, 2018

At XRDC Unity’s Andrew Maneri will reveal the company’s new augmented reality tech called “reasoning APIs”: equal parts coding, puzzle solving, and adventure-game-style ingredient substitution. …

Read More

Sebastien Benard breaks down the fine details of Dead Cells’ design

August 17, 2018

Motion Twin game designer Sebastien Benard took some time to break down the fine design details of Dead Cells over on the Gamasutra Twitch channel. …

Read More

Video: How to design games with user experience in mind

August 16, 2018

In this GDC 2016 talk, educator Christina Wodtke explores the core principles of user experience design philosophy, and how it can help create games that are elegant and complete experiences. …

Read More

Don’t Miss: How Gone Home’s design constraints lead to a powerful story

August 15, 2018

The Fullbright Company’s Gone Home is elegant narrative, but as a work of design, it’s equally so. Steve Gaynor explains the human story born from a history of environmental design. …

Read More

Blog: The design is the implementation

August 15, 2018

In Reset Hard, I eschew tricks and clever programming in favor of direct, honest systems. This allows me to design mechanics with a greater degree of consistency and flexibility. …

Read More

Blog: Design principles as applied to virtual reality

August 14, 2018

Freelance level designer Seth Eden discusses several design principles and looks at how they do or don’t apply to virtual reality. …

Read More

EA’s chief design officer Patrick Soderlund is stepping down

August 14, 2018

Company CEO Andrew Wilson broke the news in an open letter to employees, and explained Soderlund is departing to “begin a new chapter” later this year. …

Read More

Exploring PICO-8 and what makes a design space ‘cozy’

August 13, 2018

†œSomething that a cozy design space is not, or is fighting against, is decision fatigue.” PICO-8 creator Joseph White outlines the goals of his fantasy console at Practice 2018. …

Read More

Don’t Miss: ‘Make me think, make me move’: Doom’s deceptively simple design

August 10, 2018

Doom’s apparent simplicity belies a core design that is difficult to achieve. Gamasutra caught up with Id Software’s Marty Stratton and Hugo Martin to talk demon-slaying game design. …

Read More

Adaptive gameplay aesthetics part 1: A disruptive game design framework

August 10, 2018

I wanted to provide a disruptive game design framework based on shape language and traditional composition for heightening physical empathy. Here’s how I did it. …

Read More

Video: Psychonauts artist shares how to design amazing characters

August 8, 2018

In this GDC 2013 talk, Psychonauts artist Scott Campbell shares his creative process for creating amazing and inspiring characters. …

Read More

Devs, pitch your great and clever Design talks for GDC 2019!

August 8, 2018

If you’ve been sitting on a great idea for a talk on game design at Game Developers Conference 2019, organizers want to hear it — before next Thursday, August 16th! …

Read More