I will talk about three examples in this article related to that genre, namely: Coyote Time, Jump Buffering, and Sticky Walls. Let’s get started.
In my previous blog post, we went over some basic tools and terminology for audio engineering. Now that we have an appreciation of the basic sculpting tools available to us, let’s talk about a holistic approach to the soundscape.
The experience on Fire TV requires you to think about designing for the 10-foot experience as well as taking into account different control interfaces, like a remote and voice capabilities.
Designing for voice is different from designing for screens; therefore, developers looking to build for voice can start by embracing a set of design principles that are unique to voice-first interactions. Here we cover four design patterns to keep in mind.[Read More]
Particle effects like explosions, magic effects, water, and smoke can bring any game to life. To get started with particle effects, you will first need a sprite to use as a particle. Creating these sprites is can be easy using free software and minimal drawing skills. Let’s get started![Read More]
This blog will cover something very near and dear to my heart: player expression through gameplay. Basically, players being able to play how they want to play and not always exactly how the game or the designer wants them to play.[Read More]
I’ve created dozens of card game prototypes and am working on numerous card-based projects I plan to release in the future. From working on these projects, I’ve noted some common elements that tend to make or break a digital card game’s design.
In this post I’ll go through some basics on digital audio and the tools available to shape and refine that audio. In a follow-up post, I’ll talk about how to ultimately combine those elements into a cohesive mix with some audio examples. I will list any important jargon at the end for reference.[Read More]