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Cover of How To Animate In Unity 3D
29 min
Jonas Tyroller29 min

How To Animate In Unity 3D

This tutorial provides a comprehensive guide to the fundamentals of animation within the Unity 3D engine, focusing on practical applications such as moving platforms, interactive bridges, and patrolling enemies.

  • To prevent conflicts between animation data and physics components like Rigidbodies, animate a child object relative to an empty parent object rather than animating the parent directly.
  • The Animator window manages state transitions using logic-driven parameters such as triggers, integers, and floats to control when specific animations occur.
  • Animation curves should be adjusted to achieve precise linear movement for mechanical objects like platforms and elevators.
Jonas TyrollerAug 2019
Cover of Level Design Workshop: Level Flow for a Video Game Mixtape
32 min
Game Developers Conference32 min

Level Design Workshop: Level Flow for a Video Game Mixtape

The video game mixtape functions as a deliberate, curated collection of vignette-style experiences that prioritize thematic cohesion over the traditional structure of long-form development.

  • The game mixtape format prioritizes thematic cohesion over long-form development by curating a series of vignette-style experiences.
  • Modular design allows developers to manage player pacing by transitioning between distinct mechanics before repetition or difficulty fatigue sets in.
  • This approach functions as a rapid, iterative experimentation framework that enables creators to test novel gameplay concepts without the burden of sustained mechanical complexity.
Game Developers ConferenceAug 2019
Cover of GDC Plays The Church in the Darkness with Richard Rouse III
48 min
Game Developers Conference48 min

GDC Plays The Church in the Darkness with Richard Rouse III

The Church in the Darkness functions as a top-down infiltration game centered on the rescue of a relative from a 1970s religious cult.

  • The Church in the Darkness features a procedural design where the cult's dogma remains consistent, but the leaders' level of danger and the game's narrative state vary across playthroughs.
  • The game is designed for high replayability, with the developer suggesting that players experience the core content by completing four or five distinct endings.
  • To maintain a realistic tone, the game avoids traditional shooter mechanics, instead utilizing stealth systems where the consequences of being captured depend on the player's previous violent actions.
Game Developers ConferenceAug 2019
Cover of 5 secrets to a VIRAL indie game trailer (my experience!)
12 min
Thomas Brush12 min

5 secrets to a VIRAL indie game trailer (my experience!)

Creating a viral indie game trailer requires a strategic approach to audience engagement, prioritizing consumer interest over developer sentiment.

  • Capture viewer attention within the first ten seconds by leading immediately with the most compelling gameplay or atmospheric visuals.
  • Structure the trailer around a central mystery or 'seed' of curiosity that motivates the viewer to purchase the game to find the answer.
  • Synchronize all cuts and transitions to the rhythm of the music to build emotional intensity and reach a satisfying climax.
Thomas BrushAug 2019
Cover of 1 Week of Game Dev = ???
16 min
Jonas Tyroller16 min

1 Week of Game Dev = ???

This analysis examines the practical output of a solo indie game developer over a single work week to address the common perception that progress in game development is often slow or invisible.

  • Solo indie developers can achieve significant output in one week, including the implementation of 130 new voice lines and the design of three new tutorial levels.
  • Operational efficiency is improved by building automated systems for repetitive tasks, such as the developer's new tool for streamlining future audio integration.
  • Maintenance of existing titles is a recurring time investment, evidenced by the developer updating ISLANDERS to a new engine version and expanding its localization to 11 languages.
Jonas TyrollerAug 2019
Cover of Learning to Play Magic - Part 5 - The Psychology of Magic: The Gathering - Extra Credits
7 min
Extra Credits7 min

Learning to Play Magic - Part 5 - The Psychology of Magic: The Gathering - Extra Credits

Mastering Magic: The Gathering requires a shift in perspective from merely managing one’s own deck to actively engaging with the opponent’s decision-making process.

  • High-level Magic: The Gathering play requires shifting focus from internal board management to actively manipulating the opponent’s decision-making process.
  • Players can exploit hidden information by feigning threats, such as holding onto unnecessary land cards to simulate possession of counterspells or combat tricks.
  • Strategic management of mana, specifically choosing which lands to tap when casting spells, can signal potential threats and force opponents into sub-optimal tactical choices.
Extra CreditsAug 2019
Cover of GDC Plays Age of Wonders: Planetfall with Lennart Sas
57 min
Game Developers Conference57 min

GDC Plays Age of Wonders: Planetfall with Lennart Sas

Age of Wonders: Planetfall marks a pivotal evolution for Triumph Studios, representing the franchise’s transition from high fantasy to a science fiction setting and its inaugural release on consoles.

  • Triumph Studios transitioned the Age of Wonders franchise from high fantasy to science fiction, marking the series' inaugural release on consoles after a four-year development cycle.
  • The design team modernized the 4X genre by replacing standardized unit archetypes with faction-specific designs and prioritizing high turn density to increase combat lethality and pace.
  • To ensure accessibility on consoles, the studio implemented radial menus and scalable UI elements, maintaining parity between manual tactical combat and automated AI-simulated battles.
Game Developers ConferenceAug 2019
Cover of THQ Nordic AB (publ) Acquires Gunfire Games: Investor Presentation
Presentation5 pages

THQ Nordic AB (publ) Acquires Gunfire Games: Investor Presentation

THQ Nordic AB has finalized the acquisition of Gunfire Games, an Austin-based studio recognized for its expertise in action-adventure titles and virtual reality development.

  • THQ Nordic AB has acquired Austin-based Gunfire Games, marking the company’s first owned development footprint in the United States.
  • The acquisition is projected to be recouped within three to four years through immediate cash flow from existing IP, including 'Remnant: From the Ashes', and reduced royalty and development costs.
  • Gunfire Games will retain operational independence and creative freedom, allowing the studio to continue external collaborations while contributing to THQ Nordic’s internal development pipeline.
Embracer GroupAug 2019
Cover of High Dynamic Range Color Grading and Display in Frostbite
56 min
Game Developers Conference56 min

High Dynamic Range Color Grading and Display in Frostbite

The Frostbite engine has undergone a comprehensive architectural transition to modernize its high dynamic range (HDR) pipeline, moving from legacy methods to a flexible, clean-sheet approach.

  • Frostbite transitioned to a new HDR pipeline that decouples creative color grading from display hardware, ensuring visual consistency across diverse HDR10 and Dolby Vision devices.
  • The engine adopted the ICtCp color space, which effectively separates saturation from brightness to eliminate hue-shifting artifacts in high-intensity lighting and mid-tones.
  • By shifting tone mapping to the final stage of the rendering pipeline and isolating UI elements, the engine maintains artistic intent while scaling across varying hardware capabilities.
Game Developers ConferenceAug 2019
Cover of Crushing GMTK Game Jam 2019 With Blackthornprod!
16 min
Jonas Tyroller16 min

Crushing GMTK Game Jam 2019 With Blackthornprod!

This analysis examines the collaborative development process during the 2019 GMTK Game Jam, a 48-hour competition centered on the theme of "only one."

  • Successful 48-hour game jam projects require a strictly manageable scope and a concept that leverages the specific, complementary strengths of all team members.
  • Effective remote collaboration in Unity requires robust version control systems, such as Unity Collab, to synchronize code and assets between developers in real-time.
  • Integrating camera movement directly into animation timelines is an efficient development shortcut that saves time during high-pressure, short-duration projects.
Jonas TyrollerAug 2019
Cover of Learning to Play Magic - Part 4 - Building a Deck - Extra Credits
8 min
Extra Credits8 min

Learning to Play Magic - Part 4 - Building a Deck - Extra Credits

Effective deck building in Magic: The Gathering serves as a creative extension of a player’s personality and strategic preferences.

  • Maintain a 60-card deck limit to maximize the probability of drawing essential cards.
  • Allocate approximately 40% of your deck to land cards to ensure a consistent mana base.
  • Include 15 to 20 spells with a mana cost of three or less to maintain momentum during the early game.
Extra CreditsAug 2019
Cover of GDC Plays Creature in the Well with Adam Volker
52 min
Game Developers Conference52 min

GDC Plays Creature in the Well with Adam Volker

Creature in the Well represents a distinct fusion of genres, blending traditional dungeon crawling with pinball mechanics to create a unique "pinbrawler" experience.

  • Flight School Studio created a 'pinbrawler' genre fusion by replacing traditional combat mechanics with pinball-style energy ball launching to power a factory.
  • The development team utilized a 70/30 design rule, blending familiar genre tropes with novel mechanics to ensure the game remained intuitive while offering a fresh challenge.
  • To maintain mechanical depth and narrative cohesion, the studio rejected procedural generation in favor of a handcrafted, iterative design approach.
Game Developers ConferenceAug 2019

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