Terry Chiu's epic masterpiece OPEN DOOM CRESCENDO is now available in its entirety on YouTube. Drop everything. Watch it right now.
HERE:https://t.co/heWAa7Jga4
Submitted for your approval: my TOP FIFTY design decisions in WarioWare DIY. This game has been a huge influence on me for the design of @castlexyz.
What does it look like when Nintendo designs a game development tool that anyone can use?
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I'm back with a huge analysis of why the games industry is collapsing, unifying the arguments I have heard over the last few years from devs, pubs, investors, and analysts.
It's time to stop circling the same talking points. Let's chart a course to the future ⛵️
Link below: https://t.co/0BS1XBOP0r
Check out these 4 things we did to help Mina navigate precarious platforms precisely in Tenebrous Isle. 😱
We are taking jumping mechanics to the next level making the experience fun for players and mice!🐁
🎮What are some of your favorite top down game mechanics?
@KinokuniyaUSA The Bloc location has been incredible, I pop in almost every day while coming in and out of the station. I hope it can continue in that space even after the full store opens in Little Tokyo 🙏
Back by popular demand, I’ve revived my little game design newsletter! First up, a selection of notes I took while at GDC last week. Featuring insights from Donkey Kong Bananza 🍌, Silent Hill f 🐺, and an AI sermon that backfired 🌝
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@KidbashSL Beautiful! Personally, I’d zoom even closer on the models in the portraits. They are still a little too close in size to the gameplay models, which makes them feel redundant
Instead of displaying the frame rate as a number in debug mode, Super Mario Strikers uses an "FPS Smiler" that dynamically adjusts its facial expression from green and smiling (high FPS) to red and frowning (low FPS). Below is footage of how it looks when the game undergoes lag.