Red Dead Redemption 2 Windows Central

Realism has been a never-ending mission for game developers since the days of the Atari. Over this past decade, we have seen game designs that attempt to simulate elements as realistically as possible and game engines that push graphical fidelity close to real-life. However, realism often gets in the way of accessibility and playability, and leads to me ask: is there such a thing as too much realism?

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Hylics KillStream

Recently I had a chance to play through Yooka-Laylee: A game pitched, designed, and executed as a throwback to 90’s 3D platforming. The game wasn’t bad, but it didn’t do anything to stand out in terms of design. With how hit-driven game development is, does playing it safe not work anymore?

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The Game Design Q&A returned with Tim Ruswick of channel Game Dev Underground for a discussion on topics on game design from us and by the fans watching. If you would like to submit questions for Tim and I to answer on a future episode, leave them in the comments below.

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Today’s Critical Thought looks at game mechanics and how as a designer you need to understand just how much mileage you can get out of them.

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