A decade in the making, Clockwork Ambrosia reinvents how Metroidvanias fight, Nathan Hiemenz explains how it's made. As well as drawing influence from Capcom's Mega Man X and Slay the Spire, he explains how the art was made: "When my inspirations are like Super Metroid, a pixel-based game, I understand that type of art so I can communicate with the artists about what we're looking for and the best way to make the art work with the game itself as far as gameplay is concerned," he explains. "Art can actually be a big thing for a game as far as how readable it is, and so if an artist doesn't have an innate sense of that it can make things more difficult for players." Read the full interview on Creative Bloq: https://lnkd.in/eGrWdGVB
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In an interview with 80 Level's David Jagneaux, Nightdive Studios producer Grover Wimberly IV explains that their remastering philosophy focuses on matching a player’s nostalgia rather than reinventing the game – often making modern upgrades feel “invisible” to the user. To achieve this, the studio frequently hires from the modding community and integrates fan-made content into official releases to ensure that the final product remains faithful to the original experience. https://lnkd.in/gMERdSsh •••••••• #gaming #games #gamedev #videogames #gamedeveloper #gamedevelopment
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Nightdive’s success stems in part from a deep technical empathy for the creators who came before them – a commitment to keeping the “soul” of the original game intact. It’s also encouraging to see how they’re supporting the game community by hiring modders and including fan-made content like the *Death Wish* mod!
In an interview with 80 Level's David Jagneaux, Nightdive Studios producer Grover Wimberly IV explains that their remastering philosophy focuses on matching a player’s nostalgia rather than reinventing the game – often making modern upgrades feel “invisible” to the user. To achieve this, the studio frequently hires from the modding community and integrates fan-made content into official releases to ensure that the final product remains faithful to the original experience. https://lnkd.in/gMERdSsh •••••••• #gaming #games #gamedev #videogames #gamedeveloper #gamedevelopment
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I couldn't stop thinking about the gameplay events of a certain awesome early-access roguelite deck-builder! .. so I brushed up on my artistic skills, came up with a weird title and wrote a personal perspective on narrative events for fun! I wouldn't take it too seriously although it might be a fun quick read if you also overthink events or enjoy counting the number of times the words "event" or "narrative" can appear in a short discussion (too many)!
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We recently designed a game about something pretty unglamorous — routine. Instead of abstract mechanics, we turned everyday business problems into actual enemies — “routine monsters”. A few things that shaped the approach: - Start from real pain, not gameplay - Use metaphors to make problems instantly recognizable - Add humor to reduce resistance - Borrow from folklore to give problems character Our game designer, Arthur Ryabushenko, wrote an article about the history of each routine monster. The link to the article is in the comments.
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Seedance 2.0 has a moderation wall. TBH you can't blame them. Hollywood had issues with copyrighted IPs, the platform overcorrected, and now the gates are tight. Hence real person faces are a hard no. But here's the workaround I found. Moderation is trained to catch photorealistic outputs. Game renders? Not so much. So I generated the character sheets in a Game Render style. Unreal Engine aesthetic. Cinematic cutscene vibes. The second it stopped looking like a real person and started looking like a gaming character asset, it passed. Took a couple of tries. But it worked. While we all wonder where this space is heading next , here's King Kohli and Hitman battling it out, Elemental anime style. 💪
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With the newly announced Horrified: Dungeons & Dragons – Ravenloft expansion set for July 2026, game designers gain fertile ground for creative narratives. This expansion challenges players with iconic gothic threats like Count Strahd Von Zarovich. Game developers are tasked with creating compelling stories within this framework, ensuring character motivations align with new gameplay dynamics. The Headcanon Generator is a valuable tool in this aspect. It helps designers craft believable character arcs and motivations in diverse settings effectively. Get insights quickly and elevate your narrative depth here: https://lnkd.in/dAtgyX8e
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With my system, you can control every second of one or multiple videos using the controller. You can interrupt an attack, combine it with others, and do the same with dialogues. For example, in real time during gameplay, I can decide to start the fight with the wolf teleporting in. The same applies to dialogues — I decided that during combat, the characters say only one phrase. I can strike once, twice, do a combo, use only part of an attack, use the full attack, or do whatever I want. I can start directly by fighting the transformed malefic, return to the character selection menu whenever I want, as if I were creating the video live — even though it remains a video. We have total freedom that I define myself through my work
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Traditional game theory, like Prisoner's Dilemma, can't represent real economic systems. Normal form and extensive form games break down when you have systems inside other systems, feedback loops, and complexity that those models weren't built to handle. The research fix was to decompose games into sub-games, isolating components that can be analyzed and optimized independently rather than trying to model everything at once. We designed Arkhai the same way. Bundle exchange, credible commitments, and agent-to-agent negotiation are each sub-games that handle a specific coordination problem. Together they compose into markets across any asset type.
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Our review of Aphelion highlights DON’T NOD’s bold move towards a cinematic action experience that prioritizes survival and suspense over traditional narrative choices. Review code provided by publisher @DONTNOD 🔴Review: https://lnkd.in/dKVMkX_Z 🔺A powerful and compelling visual world with meticulously detailed icy scenes, supported by a clear art identity that perfectly captures isolation and emptiness, along with diverse environment design. 🔺Nemesis's distinctive design creates a constant psychological threat. 🔺A sound-based stealth system adds real tension, serving as a gameplay element rather than a mere effect. 🔺The absence of a HUD enhances immersion and makes the experience more realistic. 🔺Gameplay is varied between Ariane and Thomas. 🔺The movement system is interactive and provides a direct sense of control. 🔺A tense atmosphere inspired by powerful horror games. 🔺A human-centered narrative adds depth to the experience. Emotionally 🔻Technical issues such as stuttering and frame rate drops 🔻Heavy reliance on stealth may not suit all players 🔻Over-reliance on tension rather than broader mechanical variety
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A meaningful mechanic in one game can be fluff in another. For example: Dialogue in Mass Effect = meaningful Dialogue in Pokémon = fluff Same essential mechanic. Two completely different levels of impact on the core player experience and gameplay outcomes. So what’s the real difference between meaningful mechanics and fluff mechanics, and how can you tell one from the other? In this video, Alexander analyzes mechanics from well-known classics to niche indie games to share: ▪️His framework for assessing how meaningful a mechanic is ▪️Why change is a prerequisite for meaning ▪️Why not all fluff is bad (and when it actually helps) ▪️What elevates fluff to a mechanic, and a mechanic to a meaningful one ▪️Why altering outcomes alone isn’t enough to create meaning Watch the complete video here → https://lnkd.in/e82kSVSC
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