how to create a logo for your game

How to create a logo for your game

A logo is one of the important things in branding a part from having a great name, is to have a good logo that communicates a lot about the product or service you offer. Many companies spend millions to find a logo that will be remembered. And it is not surprising, because if a logo is done well, it can be really memorable and can really be the face of the company. We have picked 50 of the world’s best and most memorable logos. In this article we will give some insights on How to create a logo for your game, and especially the logo design process for games.

How to create a logo for your game
How to create a logo for your game – The importance of a logo for the right branding – Photo by Mike on Pexels.com

In the previous post, we have approached how to find a good name for your game, and it is side companion post for this content, so We recommend to read it too, for more in depth analysis of the name aspect of the game.

Table of Contents How to create a logo for your game

1. how logo design helps your business/brand

Logo design is an important aspect of any business or brand. It can help to create a recognizable image for your company or product, and can help to attract new customers. A well-designed logo can also help to promote your company or product online.

how to create a logo for your game
how to create a logo for your game – Photo by Pixabay on Pexels.com

Logos play a very important role in the marketing and branding of a company or product. They can be simple or complex, but they all have one common goal: to help people identify and remember the company or product.

There are many factors to consider when designing a logo for your game. The most important thing is to make sure it is effective and memorable. Here are a few tips to help you create an effective logo for your game:

1. Keep it simple

Your logo shouldn’t be too complex or detailed. It should be easy to remember and use on promotional materials, website graphics, and game packaging.

2. Use a consistent style

Your logo should have a consistent style across all marketing channels that your company operates.

working in a group
how to create a logo for your game — The Design process – Photo by Kaboompics .com on Pexels.com

When creating a logo for your game, there are a few things that must be taken into consideration. The first is the overall look and feel of the game. Second is the target audience. Third is the genre of the game. Finally, the logo must be legible and easy to create on a variety of media.

There are a few things to consider when choosing a logo for your game. The first is the type of game you are making. Are you making a casual game with simple graphics, or are you making a more complex game with high-quality graphics? If you are making a more complex game, you may want to consider using a more stylized logo. Another thing to consider is the target audience of your game. Are you making a game for children, or are you making a game for adults? If you are making a game for adults, you may want to consider using an image that is more sophisticated or professional. Finally, you should consider the budget you have. If you have a limited budget, you may want to consider using an

Creating a logo for your game can be a daunting task, but with a little bit of creativity and some helpful tips, it can be done easily. First, it is important to think about what your game is about and what type of feel you want it to have. Once you have a good idea of what you are looking for, you can start designing your logo.

One important thing to keep in mind when creating your logo is to make it simple. Too many details can distract from the overall look of your logo, so keep it simple and easy to understand. Additionally, make sure to use a consistent font throughout your logo so that it looks cohesive. And lastly, don’t be afraid to experiment with different

 7. AI design vs Traditional Logo Design

There is a lot of debate between traditional logo design and AI design when it comes to creating a logo for a game. Traditionally, logos are designed to be easily recognizable and memorable. They are designed to communicate a brand’s message to the public. AI design, on the other hand, is more about creating a unique and visually appealing design. Some argue that traditional logos are better suited for games that are intended for a broader audience, while AI designs are better suited for games that require a more personal connection with the player. Ultimately, it comes down to the preferences of the designer and the target audience of the game.

8. A List of 5 Reasons why an AI-Powered Logo Generator is Better Than the Traditional Ones

Logos are one of the most important pieces of branding for any game, and they play a big role in helping people identify a game. A logo can be the first thing someone sees when they browse through a game’s store page or launch screen, and it can help set the tone and atmosphere of the game.

Traditional logo creation methods can be time-consuming and require a lot of skill. They can also be expensive, and many developers don’t have the time or money to invest in them. This is where an AI-powered logo generator comes in.

These tools are easy to use and don’t require any special skills or knowledge. You simply input the name of your game, the type of logo you’re looking

1. Logo generators are more versatile than traditional logo design tools. They can be used to create logos for games, apps, websites, and more.

2. They’re easy to use and can be customized to your needs.

3. They’re cost-effective and can help you create a logo that’s unique and eye-catching.

4. They can help you create a logo that reflects the tone and style of your game or app.

5. They can help you create a logo that’s appropriate for your target audience.

Color is one of the most important aspects of logo design. It can set the tone for a company or product, and can help people to remember a logo. A good logo should be easy to see and remember, and it should use colors that are easy to associate with the company or product.

10.How many logo designs should I have?

Logos are important for game developers. They help players identify your game, and can also be used for marketing purposes. It’s important to have a variety of logo designs, so that you can find the perfect one for your game. Some tips for creating logos for games include:

1. Use a simple design. Your logo should be simple and easy to remember.

2. Use a distinctive color. Make sure your logo features a distinct color that will stand out.

3. Use typography to enhance your logo. Use typeface that is appropriate for your game, and make sure it is legible.

4. Use a logo template. There are many free logo templates available online, or you can

11. How will I know if my logo is effective?

Logos play an important role in branding and marketing your game. A well-designed logo can help to create a memorable and effective game brand. However, there is no one definitive way to measure the effectiveness of a logo. Some key factors to consider include how well the logo conveys the game’s unique selling proposition, whether it is visually appealing and easy to remember, and whether it can be used on different mediums (such as websites, social media, and promotional materials).

12. Some Resources for logo design

Below you will find a list of some good online logo designer software.

Online tools

https://brandmark.io/

https://freelogodesign.org

https://www.logomaker.com/

https://looka.com/

https://www.canva.com/create/logos/

Youtube tutorials

How to Design a Logo for Beginners

Workbook for the video: Link

How to Make a FREE Logo in 5 Minutes

Learn how to make a stunning logo for FREE in just 5 minutes! No software necessary!

The Logo Design Process From Start To Finish

Graphic Design Resources: https://goo.gl/kUXMpU

Conclusion: A logo is the face of your brand.

A logo is the face of your brand. It is what people see first and often when they think of your company or product. A well-crafted logo can help your business stand out and be more easily remembered. When designing your logo, keep in mind the following tips:

-Be simple and easy to understand. Your logo should be able to be reproduced in a variety of formats, including on T-shirts, mugs, and stickers.

-Make sure your logo is legible in all types of lighting.

-Choose a font that is modern and contemporary, but still easy to read.

-Make sure your logo is consistent across all media platforms.

Finding the right name for your game

Finding the right name for your game

The game industry is highly competitive, and being ahead of the curve and creating trends can determine the fate of a company. Therefore, to make a new game successful it is important to give it a unique name. In this article we will give some tips on Finding the right name for your game.

For this reason, deciding on a name is one of the most important things a developer thinks about while creating a game, and deciding on a name is one of the first things you want to get right. The name allows people to associate your game with you and remember it later when they see or discuss your game.

It’s a good idea to consider these various factors when deciding on a title for your game. Some of the aspects of a game title include its uniqueness, meaning, catchiness, and how it translates.

Finding the right name for your game
Finding the right name for your game – Sign for branding – Photo by Aleksandar Pasaric on Pexels.com

This guide is intended for game developers who are looking for a name for their new game. Choosing the right name is an essential part of developing a game and running a successful business, as well as some considerations to take into account when coming up with a choice. We will also give you some examples of successful games names from the past, so you will have a good idea of where to start looking.

Finding the right name for your game

…To make your name unique


Before deciding on a name for your game, it is important to make sure that the name you choose is not already in use in the real world. You can find out if the name you want is already in use by searching the Internet, playing games, or simply checking social networking sites like Facebook and Twitter, but you may be surprised.

If you do come up with another name, choose one that does not have more negative connotations than the positive connotations of the current name. When it comes to searchability, the new name may be better than the original one.

Think also in terms of Internet domains and that you will probably need to register a domain name to point to your web page. So, look into a domain name registration service like mydomain or godaddy what top level domains are free for you to use.

… But not too unique.


Choosing and using a unique name that is easy to remember is valid. However, using special characters can make it difficult to find or type in search engines. Also, some people may not find it helpful to pronounce your name.

When deciding on a name for your game, you need to make sure that the name is easy to pronounce and remember.

a group of men wearing white shirt
Finding the right name for your game – Photo by SHVETS production on Pexels.com

… Name Translation and Localization


Before deciding whether the name of the game is correct or not, proper and detailed research needs to be done on how it will be translated and localized in different languages.

While spelling of words and proper terminology were sometimes difficult to deal with, one of the biggest problems was the language difference. As a result, we had some trouble with Google Maps. If we hadn’t had problems with the game name and proper terminology, we would have had much more serious localization problems.

Similarly, when localizing, it is important to pay attention to what the translated names mean. For example, you may want to call a faction “INVENTED NAME” (an example). It is important to make sure that there are no undesirable translations in case someone uses that name in a translator or forum, and that could even resulting offensive in the country.

There are a lot of examples about bad naming examples in different sectors of activity as this isn’t a problem specific to the videogames industry.

Although not specifically related, but with some similarities, beware when associating a name to a logo, as the graphics can have similar problems than words, and some times some types of images, could have different meanings in different cultures.

Finding the right name for your game
Finding the right name for your game – Translation and localization

… Why you need to use subtitles


Game subtitles can be used to make a game stand out more in the eyes of gamers.

Take a look at Call of Duty example,and how they use the subtitle to understand how the player can move forward in the game. The name used usually implies where the game is set, or what kind of situations he will be facing.

The subtitle of a game may tempt the player to look it up.

When writing the title of your game, think about what kind of words you want your game to appear on the top page of your favorite search engine, such as Google or Amazon.com. Subtitles can enhance searchability because they provide more detailed information about your game.

… Registering the chosen name


Once you have chosen a name for your game, it is important to claim the rights to it immediately. If someone else tries to take over the name later on, it could cause problems. It is a good idea to claim your domain name, Facebook page, Twitter account, etc. as soon as it becomes feasible.

It is best to choose a website/page name that will help potential players find your website. If you are marketing your own game or service, it is especially important to include important details.

If your game is a mod or indie game, you can also make a profile on two different websites. On the first site, you can show your game to as many players as possible; on the second site, you can create a profile page that other players can see. Both will help you establish your game.

If you want to be able to reach a larger audience to display your game on popular websites, IndieDB, itch.io are two good solutions that you can use.

You can also wordpress.com to create mini website with a partially defined name as a subdomain of wordpress.com.

Until you have a name for your game and no one else with the same name has already claimed it, you are under no legal obligation to bother claiming your name. However, even if you are lucky enough to have your unique game name chosen from among quite a few options, don’t expect your game to be released when it is actually published. If you have an existing web page and don’t want to publish it until your game is ready, create a unique URL name and separate it with a dash like “name-composed” (http://name-composed.xxx).

monitor displaying pexels website
Finding the right name for your game – DNS Domains – Photo by Daniel Frese on Pexels.com

… Actually thinking of a name


The previous paragraphs were focused in putting some guidelines on to think about the name your game, and how to make it visible to your potential audience, but what about actually coming up with a name? It’s good to remember that if you have a catchy name, people will immediately know what the game is about.

However, when it comes to actually deciding on a name, there are a few tips that can help.

  • Think about what your game is about. Does it have a story with a unique theme? Can you integrate it into the name or subtitle of your game? For example, “Dark Souls” features “Dark” as an important ongoing theme throughout the game.
  • Is your story or game still not fully fleshed out? Try using a random name generator such as Word Mixer, or behindthename. This generator will help you come up with a distinctive name.
  • Is it possible to use a generic name based on the main theme of the game and then use a unique subtitle to support it? For example, Pocket alone could refer to a number of different games, such as Pocket Racer, which could be related to casual mobile games.
  • These are all ways to help you come up with a name for your game, but it doesn’t hurt to take a little time before deciding on a final name for your game.

Conclusion


Deciding on a name for your game is an important task for you. Make sure you come up with the right thing, because it will not only help your game for a long future, but it can also save you a lot of headaches later on. You want people to be a part of this new game and to play it, so your game needs to be catchy. Use words that the audience will agree with as this will help you keep a good first impression.

How to balance your Game

How to balance your Game: A case study on Game Balance

In this 2016 GDC session, game designer and educator Ian Schreiber presents a summary of his college-level course in game balance, examining the major topics covered in the syllabus and a set of assignments that can be used to further build balance skills by putting the theory into practice.

Part of the information on this topic can be found on the free course https://gamebalanceconcepts.wordpress.com/

How to balance your Game table of Contents

GDC Talk Video

How to balance your Game – A course about game balance

A course about game balance GDC talk Transcript

All right so I would like to start off with a question how many of you, your school, has at least one course offering in game design, okay, pretty much everyone, or at least a lot of you. Now. Let’s talk about specialized topics within game design.

design how many of you have an offering

How many of you have an offering in serious games or persuasive games or games with the purpose or something fair number of you? How many of you have something related to game? Writing, like narrative world-building, fair number of you how many of you have an offering in game balance so lot smaller. So in some of you are like a sort of like an actual class dedicated to that now. I’ll just point out: I mean every game project.

Not every game.

Project is a serious game, but we have a lot of those. Not every game needs a serious amount of game writing you know, but we have a lot of those pretty much. Every game needs to be balanced in some form arouser at some point, and we don’t have a lot of those, so maybe at least for those of us with game design programs that go beyond 101, maybe we should all think about doing this.

That’s what this is about so case study in how I teach it so this was my first iteration on a full 10-week game balance course back in 2010, it’s still up there online.

It’s released under creative commons license. Anyone who wants to mind it for anything useful can feel free to do that without having to ask permission. This is from the first page of the syllabus of my most recent iteration on the course I think.

All courses where the topics build on each other should probably have a tech tree in it, so students can see all the things that they learn and how they level and I also think every games rigging, game degree curriculum with prerequisites or tracks, or course sequences should probably be laid out like this I, don’t know if anyone’s doing it like that, but you might want to think about it.

tracks or course sequences should

So I’ll just put that over there on the left side in one piece and let’s unpack this a bit and walk through kind of what I put in this course, so we start off with some critical vocabulary. Just laying out basic definitions like what do I mean when I say game balance.

How is that different from pacing or tuning reminding everyone what a system is and what positive and negative feedback loops are? What we mean when we say that a game is deterministic or solvable, especially since that starts getting weird when we get into solving games of chance and rule symmetry and asymmetry. This is where we set the boundaries of the course for or what exactly the scope is.

the course for

When we talk about balance and by the way, I just love- that a word cloud is the first thing that comes up when I google the word vocabulary, it’s just so meta.

So how I define game balance for this class is creating game balance is creating the appearance of fairness in a game, and appearance is really important here. It’s about player perception as much as reality, because as game designers, we are crafting an experience, and it’s that experience that matters so balance is part, math part systems and part psychology.

We do this for several methods, one is designer intuition or experience the game designer chooses to make certain things a certain way, because it feels right to them.

Another is playtesting, you create a rapid prototype play on your own or with friends, observe and make changes based on any rules exploits or weaknesses that you find play. Testing is another thing that everyone has to do and there’s few very few courses offered in that’s a different presentation in the summit.

A third method is analytics, taking actual data from games and using statistical analysis to draw conclusions about how it’s actually played.

A fourth method is mathematical, modeling, using math to understand the relationships between all the numbers in the game in order to choose the most appropriate ones most of the focus in this course is on learning mathematical tools to do this modeling and also building spreadsheet proficiency.

the game in order to choose the most

So students can use these to solve problems in present solutions. We also spend a lot of time. Well, we spent some time on analytics because that’s widely used, it’s very useful now I want them to encounter that as for building their own intuition and building their own clay testing skills: we do that through practical exercises, where they analyze the balance of an existing game or do balance on a game of their own.

It is Also needed to point out to students that on the very first day that math is a skill it can be learned like any other and the whole concept of a person being good at math or bad at math is just an american cultural myth.

There’s been a ton of research showing that so therefore, this will not be a valid excuse in this class to say: oh I’m bad at math. Therefore I suck at this. Every student can get this if they apply themselves and so far that has turned out to be the case problem so once everyone’s clear on the scope of the class and everyone’s been given the chance to drop.

the class and everyone's been given the

If this isn’t what they thought it was, then we start off looking at numeric relationships, because just saying I have 5 hit points left is meaningless. Unless you know there are other things, do zero damage, or occasionally one or if things are doing one to five damage or things are doing a thousand damage, it’s all about how numbers in the game relate to each other, so we examine linear and identity relationships, triangular and polynomial relationships and exponential and logarithmic relationships, and also change up relationships like how if a player is getting stronger in an rpg through polynomial growth and monsters are also scaling polynomially than the relationship with the monster path between the player power and the monster power will be linear, not polynomial. Things like that. We also examine resource flow diagrams, like your storm ends, wonderful machinations tool, just because it’s a great way to visually show, relationships between numbers and I also have the class play cookie, clicker and mechanically. It’s just a very pure implementation of the relationship between numbers. You have cookies that are increasing at a rate of cookies per second, and then you use your cookies to increase your cookies per second, but at less efficient rates of exchange over time. That’s pretty much. All the engine of the game is it’s also important. Historically, as the game that really popularized the idol game genre- and this is controversial among my students- they generally hate me for introducing them to this game, if they haven’t played it before, because once it’s totally addicting and yet it’s really stupid and you’re fully aware of how stupid it is that you’re clicking on cookies and that’s all you’re doing just to increment it counter and it’s stupid.

that's all you're doing

But you get addicted to it and continue to do it anyway. So really it’s a game about self-loathing and which is one of the prerequisites to being a game designer, which is why I keep it in here from there. We look at a special case of numeric relationships, which is resource systems and economic systems, because those come up a lot in games. We cover the bits of an economics 101 course that are directly relevant to games. Things like how supply and demand would affect prices in an mmo auction house how inflation affects those prices and different straddle strategies for handling inflation in a game, economy and interplay. Our trading and the differences in how that works between closed and open game economies, and also various auction and interplay or trading systems, which are a lot more common in euro games than in video games and I. Encourage them to play euro games that have strong trading or auction mechanics here like settlers of catan or modern art. After that, we have enough tools to get into our first reel in the frenches game balance project where we talk about games where better stuff cost more.

game balance

I giggle ii refer to this as transitive relationships between the various game elements and one of the purest examples and the one that I examine a lot. Just because of my personal experience in the industry is tcg’s like magic, the gathering or hearthstone. You have a cost to put a card into play and then the card has an effect and more expensive cards are more powerful and what you’re doing is putting all of the cost limitations and drawbacks, and also the powers, abilities and benefits in terms of numbers scale. So that the card is balanced if the value of its cost equals the value of its benefits- and you can put this into a spreadsheet where each mechanic has its own column each row has each row is its own card and there’s one column that just contains some math function that incorporates all the other columns and spits out a number that tells you if the card is balanced or not, and if not, how far off it is in which direction very powerful technique. I actually just talked about this in the map for programmers tutorial an hour and a half ago.

actually just talked about this in the

If you want to look that up on the vault later, so one of the projects here is for students to take an existing game with transitive, mechanics and analyze it to find the game objects like the cards or whatever that are the most powerful, the weakest and the most balanced and then compare that in their math with the generally accepted wisdom of the games community.

So at this point now, we’ve taken things as far as we can balancing games based on skill, but we haven’t done anything involving mechanics of chance. Yet so now we dive into basic probability specifically how to calculate independent probabilities like die rolls where each roll doesn’t affect the odds of future rolls and dependent probabilities like drawing a card from a deck where each card draw does affect the probability of future card draws.

If you know what was removed so this is basically taking a probability 101 class extracting the parts that we use in games and ignoring the rest, although I do make sure they encounter things like the monty hall problem. Just so, they understand that probability isn’t always intuitive I also go over ways to do. Sanity checks like probabilities are always between 0 & 1, adding up all the non-overlapping non-overlapping outcomes should always get you one exactly because probability is very easy to screw up.

& 1

If you don’t know what you’re doing and you’re, not careful but most of the time, if something goes wrong, it goes wrong enough to fail a sanity check, so it kind of has its built-in debugger, which is nice. This stuff actually doesn’t take that long to cover just a week or so, but I throw another week up playing some dice and card games in class and analyzing them like the strategy between behind bluff and liars dice or which side has the natural advantage in one night ultimate werewolf or any other relevant games that I’ve acquired recently.

I throw

Now at this point, my students know how to calculate exactly how fast they’ll go broke in vegas and then I deliver some bad news, which is probability, doesn’t actually solve everything for two reasons. The first is that humans socket probability. We generally find it unintuitive. Even if you do your odds calculations correctly as the game designer a lot of times, they will feel wrong to players. The great sid meier even talked about some of his experiences with this at a keynote here in gdc back in 2010. So you also have to learn about not just how to calculate odds and probabilities, but also cognitive biases, to explain why people get intuitive probability wrong and when they do, and we talk about game design strategies to compensate for your players being buggy. And this is also a great time to revisit games like liars, dice and poker to learn the difference between just doing the math and actually using psychological mechanics like bluffing and interestingly. Another thing

that we mentioned here for the first

that we mentioned here for the first time is ethics, because whether we should be honest with our you know, should we be honest with our players and do the probabilities of the way they we say we’re going to or should we you know fudge our die roles to conform to and reinforce our players flawed understandings of probability.

Basically, is it okay to lie to our players or not that’s something worth thinking about, and I mentioned this here, because we normally don’t see matters of professional ethics emerging as a key topic in a math class. Second thing that goes wrong with probability is that, even if we’re honest and our rent, our random number generators are not physical, dice and cards are generally imperfect and not fully random.

Any pseudo-random numbers generated on a computer, of course, can’t be random at all, and it’s worth understanding a little bit about how these things work. So you can predict how players could exploit these random systems to gain an unfair advantage, whether it be through cheating at vegas or at a high-stakes esport, or just coming the save files of a single-player rpg to gain an unfair advantage. Now I could switch this next topic with the previous, but I like making sure that students don’t come to rely too much on probability before realizing its limitations. But after I do that I cycle back to a couple of other useful,

probably

probably the tools specifically monte carlo simulations and markov chains now monte carlo, is just repeating a random trial, a few thousand or a million times, and seeing what happens and then through the law of averages, your results should be pretty close to an exact mathematical solution.

If there is one and monte carlo solutions are useful because they’re easy there’s no math required. You just make a spreadsheet or sometimes do some light scripting they can be used in situations where calculating calculating the exact solution is impossible or too unwieldy and slow, or if the student just doesn’t know how to do it. Monte carlo solutions also work as a useful sanity check. If you do have an exact solution.

If you solve a probability, question both ways and with monte carlo and with math and get the same answer, then it gives you a lot of extra certainty that you didn’t make a mistake. Markov chains, on the other hand, are useful for solving some very specific types of game design, problems that involve repeating something where the results of one thing affects the results of the next recursively as an example. Consider a board game, monopoly and if you’re trying to figure out which properties are the most or least likely to be landed on in order to compute the roi for the purchase price of the properties, you could do that with a monte-Carlo simulation just start at go and roll to d6.

A bunch of times go to jail when you roll three doubles in the roads of stuff like that, but you can also treat this as a set of states where each state is a combination of what space you’re on and how many times you’ve rolled doubles.

jail when you roll three doubles in the

In a row- and you could build this transition matrix of probabilities between states take a column vector of probabilities of being in any given state at a time and multiply that by the matrix, a bunch of times and you’ll know after every single turn in the game.

What the possibility space is in terms of which spaces you might be on with what probabilities it’s a bit complicated compared to most of the other topics in the course and it’s limited to some very specific situations, but it’s very powerful for getting exact mathematical solutions.

For things that you couldn’t do any other way if you haven’t encountered this before there’s a blog on a website called data, genetics com that has an analysis of games like candyland and chutes, and ladders, and things they’re very helpful primers on that kind of thing. So now we’ve covered non-random, transitive, mechanics and also probability.

The next thing we do is smash those two things together to learn how to balance transitive, mechanics that have a random or situational element to them.

how to balance

This is something that most students will have run into already in their earlier design: analysis of a tcg or similar game. What do you do when a card with a card when it says you only get some benefit in a particular situation like only if you’re fully healed, or only if the opponent has more than four cards in play or something, and the short answer is that you come up with some kind of reasonable estimate for how often that benefit would trigger, and you treat it as a probability, no different from saying fifty percent of the time you get this benefit or whatever.

answer is that you come up with some

So probably the purest instance of situational balance, I’ve seen is in tower defense games and I like to have the students play and analyze desktop tower defense 1.5, specifically it’s old enough that many of them haven’t played it before it’s historically important as one of the games that popularized the genre and almost everything in that game is situational.

You have some towers to do area effect, damage which were great when enemies are clustered together, but not when they’re spread out towers that only hit flying or non flying enemies or other towers that can hit both but are less powerful towers that do no damage at all and just boost the power of the towers next to them, so it all depends on where you put it and so on. The value of everything depends on the board state

and what kinds of enemies are in the

and what kinds of enemies are in the next wave and what kinds of towers you make, and if you really want students to go all-in for this, you could even have a tournament see who can use their analysis to build the best tower load out and give your excess gdc swag to the winners, then we take the stuff that we learned about numeric relationships and transitive systems and put that together with probability again to examine reward systems and advancement in progression and pacing.

This includes things like random loot, drop tables and rpgs, so that you can make sure the player doesn’t get the ultimate sort of awesomeness +5 as a random drop in the first dungeon. We also look at progression systems like leveling curves, how many enemies you have to kill to gain a level on average. How long is that expected to take in playtime so you’re trading, off danger for time for advancement and also looking at advancement into story, which is a reward in and of itself and then bringing in human psychology and how a lot of little rewards spread out?

Provide more impact than a single big reward and how rewards on a random reinforcement schedule are more powerful than a fixed schedule. Stuff like that. If you want to place more emphasis on this, you could easily make this a semester-long project where you take a game like an old-school day rpg and go through all the encounter and loot and level charts and tables and use math to predict how long it will take a player to grind through each area when they level up and how often and generally winners the player receiving some kind of reward and then cross-referencing that reward schedule. With the most and least memorable events in areas in the game,

in order to understand from a

in order to understand from a mathematical perspective where the enjoyment of the game is coming from, this is also another place where professional ethics comes up, because reward schedules come up a lot in social and mobile games, and also in the gambling industry as ways to psychologically manipulate players to pay money or continue playing and there’s the question of whether that is okay, and if so, where do we cross the line into unethical behavior? And what ads do we as game designers? Do about it next up, we take a look at the reverse of probability, which is statistics and probability. You know the nature of the randomness and you use it to predict the what the actual data will look like like the results of a die roll in statistics. You see the results and you use those to try and derive the nature of the randomness that they arose from. Statistics is a bit harder than probability, because it’s just as unintuitive just as easy to get wrong and there’s fewer sanity checks to alert you to being wrong. You know there’s some people that have this saying that numbers don’t lie, but in reality the data are always trying to trick.

people that have this saying that

You they’re very mean so once we learn some basic statistical tools like mean median standard deviation, standard errors, the z-test statistical significance. Then we dive into analytics to learn about what kinds of numbers we should record for a game and how we would use the results to determine whether the game was balanced or not.

Fighting and brawling games and mobas are great with this, because you have a ton of characters that all have to be balanced against each other in ways that don’t easily lend themselves to being analyzed purely through math formulas and spreadsheet that relate them to one another. One exercise I like to do is give them is to come up with metrics. Have them come up with a metrics plan for a game that they’re working on themselves like, if you you might be working on some small passion project like a like a simple board game or something. But if you had a few thousand play tests and we could record any data, you wanted give me a question that you’d want to know the answer to and then list what data you would collect to get an answer to that question. And then, how would you interpret that data to get an answer like what would a positive or negative result look like, and this is yet another place where professional ethics is discussed in regards to metrics driven design? If you find out, for example, that changing a certain number or mechanic, or whatever leads to greater revenue, but also reduces player, enjoyment such as might be the case with mechanics that hold your players, accounts for ransom or that create intentionally, create pain, points that can only be removed by paying money.

mechanics that hold your players

Is that something that’s good? Is that something that’s unfortunate but necessary, or is it something that’s a breach of professing professional ethics as a game designer and, as with other ethical questions raised in this class I? Don’t give any answers or opinions I just point out that these are things that a game designer should be thinking about and forming an opinion about, because if you don’t, then someone else will make that decision.

point out that these are things that a

For you. The last thing we cover in the class is in france ative mechanics, that is things like rock paper scissors, where there’s no concept of better or more powerful, because it all depends on what your opponent is doing. Something is strong against one thing and weak against another, and this is where we get into the fields of linear, algebra and game theory dealing with payoff, matrices and nash equilibriums to solve these kinds of problems.

Mathematically I think it’s pretty fascinating, that you can ask a question, like suppose, we’re playing rock-paper-scissors, but if I win with a rock, it counts double. And if you win with the rockets just normal and we’re playing to best of ten, you can actually use matrices and systems of equations to come up with a solution of exactly how often both of us should choose each throw and how big of an advantage. This is for me you know, so this is some of the matheus tedious math that I cover in the class and, frankly, it’s not all that useful in a lot of games, because it’s a very pure and it’s very work intensive. But there are a lot of games where that have some kind of intransitive relationships.

have some kind of intransitive

Any situation where you might use terms like hard counter or soft counter, which would include units and rts, is characters and fighting or brawling games or mobas character classes and mmo’s decks and strategies and tcg’s all kinds of things like that, and so like markov chains. I. Don’t think that game theory is used a lot in the field, but I do find it to be a really fascinating tool. That’s very powerful in the right situation, so I want my students to encounter it.

So one thing I want to point out here is that actually playing games either in class or as homework or maybe home play is really important in this class. Math is not always intuitive if you just write a bunch of equations on the board, but if you can see it in action. It’s a lot easier to grok. What’s going on, it’s also useful to provide context that the concepts we’re learning here are useful and can be applied directly to analyze games or solve real-world balanced problems in all the years. I’ve been teaching. This I have not once been asked the question: when will we ever use this? So students are seeing the theory and the application at the same time that helps keep the students engaged plus they love playing games as part of a course requirement, and it lets me introduce them to a number of games that I wouldn’t normally be able to get them to play otherwise, so that lets me add to their personal game canon as well.

time that helps keep the students

Another thing this class lends itself to really well as pvp mechanics having students compete in some kind of game, balance or mathematical analysis test, where the final answer isn’t clear, isn’t obvious, and there are multiple layers of potential analysis. I have players either play on their own for a high score or play against each other in class in a tournament and I usually modify these games slightly both to simplify the constraints, so the analysis space isn’t as huge and also to prevent the students from just using google to find optimal strategies.

I also try to find a ver games that can be solved in a spreadsheet, because spreadsheet eating skills are really important for game designers and for game balance in particular. So this serves as a good practice for them. Cookie, clicker and desktop tower defense. I’ve mentioned already, bable bable was actually presented here by eric zimmerman last year and it’s been a wonderful in-class exercise.

already

For me, korto minuet is a game designed by jason rohr. That is a pure game theory problem with, and there I had to do some very heavy changes to that, because two elements of the original game are real money. Gambling, which is required and also satanic, seems so I had to remove those things.

Obviously pig is a traditional dice game. That’s a great example of calculating probabilities and goku is an intransitive game from the secotan series of rpg rpgs. We could just look all those up and and probably figure out. What’s going on with that another important topic: that’s distributed throughout the class is how to use spreadsheets because the vast majority of game balance problems can be solved in excel and I want students to be strongly proficient in spreadsheet. I divide these things up and introduce them a few at the time. Each a few at a time each week using the ones that are relevant to the problems that need to be solved that week I go into a lot of detail with this, mostly just pointing out features in excel that are useful and then asking them to use.

Those features in their design work for the week we cover formatting to make the spreadsheets look more readable and usable various types of graphs and charts that can be used to visualize data. How to comment your worksheet properly, the same way so the same way that you would have to comment your code, how to use formulas at a very basic level, doing sorting and data validation, dealing with multiple worksheets and how to format them for readability and usability.

that you would have to comment your code

Dealing with all the different ways to fill or copy and paste to save time and showing them a wide variety of useful functions of which there are too many to list in this slide. One notable exception here is I: do not get into writing scripts such as vb script in excel or the scripting language that they have with google sheets, because 99 times out of 100 it isn’t necessary and it just makes things way more.

it just makes things way more

Complicated and I get a lot of programming students that tend to default to writing script rather than learning to think in spreadsheets. I want students to be able to think in terms of formulas here not code.

A typical case is a student who will write a thousand line script to implement an ai to play a game and then all have to walk through it with them line by line to show them how to do exactly the same thing in about 50 cells. Instead greatly condensed and way more readable, the class also lends itself to multi-part projects that are longer-term.

One is designing doing a design analysis of an existing game or part of an existing game. I’ve had students do the math to derive the design, thinking behind hearthstone, dominion netrunner and a number of other card games figuring out the relationship between costs and benefits and then creating a new 5 to 10 card. Mini expansion for the game with cards all focused on a single mechanical theme that requires the student to invent a new mechanic and then figure out how much it costs.

This kind of thing becomes particularly awesome in cases where I happen to know the designer of the game that the student is analyzing in a lot of cases. Designers are particularly amused that their own creative work, their own commercial work, is being used as a class assignment and they’re usually very happy to be available for questions from students, though, in my experience, the students are usually too intimidated to take advantage of this in the future I’ll probably organize a required q&a or something like that. The other benefit is that, in some cases, I’ve been able to actually send the student work to the designer for consideration in using their expansion as part of a future release.

I've been able to actually send the

Having a professional design, credit for a class project is a kind of holy grail for the student in my class. It has not happened yet but these things are slow and the possibility is there for students working on other games or for a different class or just on their own passion projects analyzing their own games from a balanced perspective and creating mathematical models to improve the balance of their game is also, a useful way to go about this, or just give them tagged, aim to balance. I created a game called harmony that I presented before it’s a very simple tcg with just four mechanics, and the goal is to balance those mechanics with each

other

other starts off completely broken intentionally, and students have to figure out how to relate these things to each other projects in this class are super important, but to practice these skills on real games, because it’s one thing to say make a game as a project, it’s another to say now.

Balance second I’ve also been working over the past couple of years to document. Everything in this class and I now have the first draft manuscript for a complete book.

The first draft is done and I will be talking to publishers here at gdc and shortly after so, if you want to run a class like this, and you can wait a year or so to get it into your curriculum, I should have a textbook ready for you before too long in the meantime feel free to use what’s available on game balance. Concepts, even if it’s an earlier iteration and feel free to write me after the show, if you have any questions about it or anything thanks for listening and now, I will be happy to take a couple questions hi as a game designer actually run into this issue.

hi as a game designer actually run into

A lot in that I too, am usually running adverse sorry as a programmer I’m. Usually writing a lot of code and I’m trying to code my way around the things you’re talking about with the spreadsheet. It occurs to me that actually, probably one of their advantage in doing so much design through the spreadsheet is it probably creates a natural limitation as well to the scope.

So does it am I correct and that actually probably helps to prevent scope creep released um within ourselves? I would say that probably is true. So the question is would learning to do things balance in spreadsheets as opposed to code. You know limit artha limit. This helps to limit the scope of complexity. I think that’s definitely would be true. You know usually I have to usually I have to go the other direction in that trying to get them to stop using code in the first place and just getting them to sink in spreadsheets being able to think in terms of formulas in terms of relationships between mathematical things: if you’ve got something- and you know a algorithm- that’s super super complicated, then analyzing. It is very difficult and if something is too difficult for you to analyze, that’s too diffident it’s too complex to be put in the game.

So, yes, do you ever talk about logic and how logic can connect to balance when it comes to design? Okay, yeah. Can you uh? Can you clarify what you mean by logic, because that’s a very large term? Okay, so I often with my students realize that they don’t understand the logic generally of maybe the puzzle or challenge that they’re putting together and then, when it comes to balancing that experience in the game like what’s the difference between level, one and level, two in the difficulty, because they’re not following they’re, not they’re, not thinking through the logical problem, they’re having trouble just putting their head around. What is the balance, then, of that player?

the balance then of that player

Experience, okay, so we’re talking, you know: do students have difficult I, do I, go into game logic and understanding these mechanics and how they relate to each other. You know, because if students don’t understand how the mechanics of the game work at a core level, then it’s kind of hard to figure out how the numbers work. Is that correct? That would yes, but also the more sort of formal concepts of logic. Like spatial reasoning versus you know the different types of lot- okay, different types of logic in the current iteration I- don’t do that as if you’ve noticed there’s a lot that I am covering. That hasn’t been a problem for me in my experience.

I think a lot of it helps that I’m at rit, which has a very technical focus, so I get so students understanding some kind of propositional logic- and you know lambda calculus and things like that, like they get exposed to that through their computer science classes anyway, for a less technical group.

Usually, my biggest challenge is getting them to be able to have the mathematical thinking to understand at a just an intuitive level, how different numbers affect each other, and so logic would certainly be a part of that. But I’ll take one challenge at a time. Hi I work with a lot of teenage students 40 to 70 last week and I was wondering for a mini course for that age range.

hi I work with a lot of teenage students

What concepts do you think he would start them on so so this is yeah as you’ve noticed. I call this a math class. That’s cleverly disguised this game design, that’s kind of how I pitch it to other people here. So the one thing that I found is interesting is that, even though we get in some pretty heavy math, because it’s contextualized in games that students already understand and can already play, the math is, you know it has meaning and all of a sudden you don’t really like the prerequisite for this class in terms of what math you’ve encountered in the past is basically you know: can you solve an equation? You know from algebra one. If you know how to do that, I can scaffold everything else.

that

On top of that, I would certainly take some of the more challenging parts like linear, algebra and and game theory out, or at least greatly, simplify it or just say you know. This is something that exists. It’s a lot part. You know it’s a bit harder. It’s beyond the scope of this course. You know this is for a audience of of younger younger children and teenagers. You know, but most of this it’s you know it I. Usually it’s not the actual mathematical skills and it’s the challenge.

It’s usually it’s just building up the mathematical reasoning and intuitive, which do you think it’s actually like the most important concepts, or that you should start in like you’re like okay, I got 10 hours of you. What are you thinking about right, so I would say for yeah if you only have 10 hours how? How would I you know, pick the most important concepts in this class and that’s a good question I, would say: I would go through. You know the I would go through numeric relationships and I would go through the balance of tcg’s. Just because it’s you know it’s very, very, it’s very related to like algebra, so so kind of build on those skills that are probably going to be age, appropriate at that range.

It and- and you know, and it lets you you know, and it relates it to games that a lot of them are playing right now already. So, thank you.

That’s helpful, okay, I’m, not sure people are going to be about, but I’ll keep answering questions until someone tells me to stop. I have two questions so first very simple: how long?

two questions

How many hours well, of course, and how many hours are the students represented forth at which level is given this course? And the second question is we have quite similar course, but we have taken the point of view that you can explain everything taking the point of view of game theory, you want to go.

You made games against nature to introduce probability and you can choose a game negotiation to explain other topics?

What do you think about this point of view, because I understood that you’re just taking game theory on only at the informant nam translated choice system? Yes, so let me repeat that back because I’m not sure I quite got that so the first question is just you know how long this is taking like how many hours this is a in this current incarnation.

are certainly things in there that I

You know for the and for the second question you were asking about. The whole question is in the course well, given the whole. The whole content that you have given is is taken a different point of view from game theory.

For example, if you, when we introduce public vt, went reduce poverty, I’d games against the nature and thing like that, so my question would okay. Well it’s what you came to only only at the end, okay, so yeah.

The reason I do game theory at the end is partly because it ties together a lot of other things we’ve been doing in there, so it kind of requires you to understand a little bit about probability, a little bit about transitive, mechanics and how they relate to things.

You know, there’s all these a little bit about human psychology and just the idea that you know we can try to model like the human brains. Aren’t always mathematical. You know and bringing all you know, and also just encountering things like matrices and matrix multiplication in when we talked about markov chains. So all those things kind of are prerequisites that lead up to this.

That’s part of the reason why it’s at the end of the course that I talk about game theory, the the other side of this is yeah I mean like I, said it’s not something. That’s widely used in the field as a tool, and you know- and it certainly has a lot of limitations to it.

and it certainly has a lot of

I just think it’s kind of neat and and certainly you’re, absolutely right, though, that you know even game theory doesn’t always predict human behavior and that that is worth mentioning in that section. I think that’s it and I do mention that if you’re once you’re games get sufficiently complicated, where you need game theory in order to you know, figure out things and you’re working on things on multiple levels, it’s probably too complicated for someone to actually solve it.

you're once you're games get

Intuitively anyway and player behavior is going to diverge from optimal math, but you could at least use that to write a good, ai.

Okay, thank you, okay and I’m being told to stop. So.

Thank you all

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best youtube channels to learn GDEVELOP

The best youtube channels to learn GDEVELOP in 2022

As we have down for other game engines, we are compiling the list of the best youtube channels to learn GDEVELOP that you can use to leverage your knowledge on the engine, as to decide if it deserves to be integrated in your game development pipeline.

We have ourselves being supporting the engine that we liked quite a lot, and we have created some tutorials on the engine.

Best youtube channels to learn GDEVELOP Table of Contents

What is Gdevelop

GDevelop 5 is an open-source, cross-platform game engine designed for everyone – it’s extensible, fast and easy to learn. To use GDevelop 5, you must activate JavaScript in your browser or download the desktop version for Windows, macOS or Linux. The online editor is very limited and can only uses art assets that are preloaded by the system.

GDevelop makes it very easy to jump into simple 2D game developing. The quick drag and drop tools for the game space and the easy to follow coding language made it much less intimidating to try and create something! The coding can also be changed from the easy to read written-out style to a more complex coding language for those who want to learn more!

best youtube channels to learn GDEVELOP – Developer game exampleo from https://gdevelop-app.com/

GDevelop has a variety of templates you can use, from platforming games to RPGs to shooters and more. While it may seem overwhelming to create your own game, GDevelop breaks down the coding into simple commands that teach the basics of coding and making the process approachable and fun. Also, the sprite designer makes it easy to draw quick characters and environmental items!

Although it is being developed at a good speed, and with good support from the open source community, it still needs a bit of more of tutorials and documentation to make things work exactly how it should. It’s surprising the software itself doesn’t have more of a guide, but with the help of this article it should be easy to find videos that will help you.

Also, GDevelop, being a 2D game engine, has the limitations of 3D. the visual scripting although very powerful will eventually make it hard to develop complex games. Incomplete javascript integration, very basic tilemaps integration, no robust Physics and somewhat limited Particles system are some of the bottlenecks that will have to be improved by the developers.

best youtube channels to learn GDEVELOP – GDdevelop IDE

Even so the limitations, the qualities of the engine and the fact of being open source and free, makes it a very good alternative to develop 2D games.

Compilation of the best youtube channels to learn GDEVELOP

Gdevelop

As in the previous examples, we couldn’t start the list without the official youtube channel for the GDevelop Engine. GDevelop is a free to use no code game engine, built around an event system that is powerful and yet easy to understand. GDevelop makes creating and exporting games for PC and mobile easy. Unleash your creativity with GDevelop and create any kind of game: platformers, puzzles, shoot ’em up, strategy, 8-bit games. and much other types of games.

Wishforge Games

A very interesting channel with high quality contents on all aspects of using GDevelop for your game. The channel is run by Andrew Dynamite aka Wishforge Games, and it approaches Gamedev and GDevelop Tutorials, Pixelart, Interviews, Freebies and much more. The channel uses in different occasions examples from their own games which helps leveraging the engine and its capacities to make games that can be published.

Game Developers

Yes, our own channel has very good content on learning to use Gdevelop to develop games 🙂

Helper Wesley

The channel from a Solodev that uses GDevelop to produce impressive amounts of prototypes with very interesting mechanics. It is not always focused in teaching how you can use the engine, but the examples that he is usually showing will allow you to better understand the engine.

The Gem Dev

A channel focused on creating tutorials on game development with gdevelop 5 and godot, with a focused not only on using games by themselves, but also the features and capabilities of the game engines used.

Sparckman

A very productive channel with a lot of different tutorials on different aspects of game development. The content that has been created for the Develop engine is very good and very easy to follow.

DevScape

Some really good insights on how to approach game development with GDdevelop.

best youtube channels to learn Unreal

The best youtube channels to learn Unreal in 2022

The Unreal Engine may seem like a puzzle that can only be solved by advanced users, but it’s not that complicated once you get the basics down, and the results are definitely worth it. Whether you’re a game developer, 3D artist, or cinematographer, you’ll find channels worth checking out in this list.

Just like we did for the Unity Game Engine, we are compiling the best channels that will allow you to learn Unreal.

best youtube channels to learn Unreal -
best youtube channels to learn Unreal – Unreal Engine Game Engine

Best youtube channels to learn Unreal Table of Contents

1) Unreal Engine

best youtube channels to learn Unreal – Unreal

Again, there’s no better way to learn all about an app than to watch the developer’s tutorials about it. the official Unreal Engine YouTube channel is not exactly beginner-friendly, but it’s a great source of learning material! The Unreal Engine YouTube channel is not exactly beginner-friendly, but it’s a great place to learn! The best thing about the Unreal Engine channel is a) the variety of content, including tutorials, presentations, webinars, new feature breakdowns, etc., and b) the fact that it’s free. The best thing about the Unreal Engine channel is a) the variety of content – tutorials, presentations, webinars, new feature breakdowns, etc., and b) the large number of very talented creators (including Epic Games Principal Technical Artist Ryan Brucks, Paulo Souza, Martina Santoro, and many others) who share their knowledge of working with the Unreal Engine.

2) DevAddict

best youtube channels to learn Unreal – DevAddict

DevAddict is a game developer who makes tutorials for the Unreal Engine. For game developers, there are no surprises here. Most of the lessons are not for complete beginners, but mainly for those interested in game design and creating powerful dynamic visuals (although there are a few videos that are useful for artists, such as a video explaining the difference between Dynamic Lighting and Baked Lighting in UE4). DevAddict has detailed, beginner-friendly tutorials that are easy to understand “even if you’ve never opened UE4 before.” Overall, you’ll find many lessons on UE4 and UE5, ranging from creating shaky effects to designing multiplayer games in the Unreal Engine.

3) Unreal Sensei

best youtube channels to learn Unreal – Unreal Sensei

Zach Unreal Sensei is a California-based creator of tutorials for Unreal Engine 4 and 5. Zach’s beginner tutorials are specifically designed for people with zero knowledge of how the software works and how to use it. The lesson for absolute beginners spans four hours (well, no one said it was easy), but by the end of it, you will be familiar with materials, lighting, reflections, rendering in UE, and will be able to create photorealistic landscapes. Apart from the beginner-friendly introductory lectures, Zach also has some great UE4 and UE5 tutorials for advanced users.

4) William Faucher

best youtube channels to learn Unreal – William Faucher

This is a tutorial by a VFX/CGI artist with 11 years of experience in the entertainment industry. William has worked on VFX and CGI for Marvel’s Black Panther and HBO’s Watchmen. If you want to know how to create an Oscar shot that will amaze everyone, check out William’s tutorials. Almost all of the video lessons are quick and straightforward, and will help you learn how to design cinematic scenes using the Unreal Engine’s most powerful tools. You’ll get information on rendering, lighting, UDIM, and other important things within UE4. This tutorial does not cover the absolute basics of the Unreal Engine, so a basic knowledge of the software is highly recommended.

5) Smart Poly

best youtube channels to learn Unreal – Smart Poly

Whether you’re a beginner feeling confused about the Unreal Engine workspace or a seasoned user looking to deepen your knowledge of the software, you’ll find plenty of useful UE4 and UE5 tutorials on Smart Poly’s channel. You’ll find tutorials on how to create open-world maps, photorealistic landscapes, recreating Among Us using the Unreal Engine, and much more. Smart Poly also has a great tutorial on how to design characters and create organic, realistic movement in the Unreal Engine. Like the DevAddict channel, this channel is recommended for anyone interested in game development using the Unreal Engine.

6) Cinematography Database

best youtube channels to learn Unreal – Cinematrography Database

You are in cinema, and you would like to understand how Unreal could improve your production pipeline? Then this channel is certainly for you, Matt Workman is a cinematographer who publishes incredibly detailed tutorials for creating breathtaking visuals within the Unreal Engine. For artists looking for tips on how to create stunning cinematic shots, this channel is the place to go. Matt explains in detail how every scene is created and covers every step of the process, but if you’re not familiar with the Unreal Engine at all, these tutorials can be a bit daunting. If you are not at all familiar with the Unreal Engine, these tutorials may be a bit daunting.

7) Underscore

best youtube channels to learn Unreal – Underscore

Bev, the creator of the Underscore channel, is an Australian artist and game developer, and if you’re creating games with the Unreal Engine, you’ll find a lot of useful information in this channel. Bev recreates some of the coolest effects from popular video games (Fortnite, Skyrim, PUBG, etc.) in UE4 and explains how to use the different tools and features in the app (materials, brushes, occlusion masking, etc.). Even if you come to this site for 3D art and not for game creation, you will find several tutorials that will help you better understand the UE4 workflow. You can learn how to create realistic landscapes, simulate cloth, use PBR materials within the Unreal Engine, and much more.

8) VR Division

best youtube channels to learn Unreal – VR Division

A youtube channel helping other people not always related with game development around the world build projects that inspire them with Unreal Engine, very good with architectural concepts and the usage of Unreal in areas of application different from just developing games.

9) J HILL

best youtube channels to learn Unreal – J HILL

A very interesting channel for Game Artists that want to get into the Unreal train. It includes several good tutorials on how Unreal can help artists in creating really good art that can shine by itself. The channel is managed by a professional character artist in the games industry, who wants to help people that are interested in Digital Art! Subjects like 3D Character art, Zbrush sculpting and modeling, Game art, and Rendering; by sharing some of his thoughts, experiences and techniques.

Whether it’s tutorials or time-lapses, he is creating helpful videos for those interested in digital sculpting and art that are informative and entertaining.

10) Awesome Tuts

best youtube channels to learn Unreal – AweSome Tuts

Not specifically focused on Unreal, but also in other engines ( like our own channel), the materials covered are very good and very intuitive to follow. It has a very good blog associated with it where the author is expanding more information in specific topics.

11) World of Level Design

best youtube channels to learn Unreal – Wordl Of level Design

The vision of game and level design into Unreal. A very good channel that is only focused on the creation of game worlds, and game environment art. The channel is run by AlexG. who is algo managing the blog WorldofLevelDesign.com, both channel and blog have the purpose to create tutorials through which you can learn how to design your own levels (maps) and create your own game environment art.

12) Devslopes

The best youtube channels to learn unity

The best youtube channels to learn unity in 2022

We know that you are busy, that it can be very difficult to find good quality tutorials when you are surrounded by infinite content. We’ve selected The best youtube channels to learn unity that can help you master Unity.

Unity is one of the most popular game engines out there and it is free for personal use. There are a lot of popular games that were made in Unity, such as Cuphead, Genshin Impact, Hearthstone, Cities: Skylines, and many others. Whether you’re a seasoned Unity user or a beginner, we hope these channels will help you master your art.

 best youtube channels to learn unity - XBox Controller
The best youtube channels to learn unity – Photo by Stas Knop on Pexels.com

best youtube channels to learn unity Table of Contents

let’s start the review.

The best youtube channels to learn unity

Unity

It would be absolutely foolish not to mention the Unity channel, where you can get updates and tips to work with Unity. There you can even find exclusive breakdowns from Unity-made games’ creators in Creator Spotlight as well as streams and workshops from numerous content makers.

Brackeys

You might also find tutorials about video game development on this site, including how to create games in 2D or 3D. This channel has short videos; therefore, don’t worry that you’ll find yourself stuck at the computer for long periods of time.

Mix And Jam

A very interesting channel from a game developer recreating some of the most famous game mechanics with unity. Ended up landing a job at Unity.

Blackthornprod

My channel provides various resources. Like in this channel you can learn how to set the characters’ AI to suit whatever game you’re making. If you prefer, you can also learn how to customize your characters or make specific types of games. You will find different playlists that detail how Noa’s games are made. These tips help you develop the skills needed to make your own games.

Code Monkey

Code Monkey is a professional indie game developer, and aside from practical advice he regularly posts games he’s made using the Unity game engine. He also shows games made in Unity

Imphenzia

In case you need to learn how to create games, assets and animation as well as how to see the creation of his procedurally planet, that you can now download from the Unity Asset Store!

SpeedTutor

SpeedTutor makes great tutorials, and they’re… pretty quick. The creator frequently shares videos about the Unity game engine to keep the channel active. There is also an overview of free assets, monthly overviews of games and VFX built in Unity, and a monthly update on monthly Unity’s updates.

UGuruz

If you want to learn how to create lighting and renderings, check out the channel UGuruz. This channel provides tutorials on lighting and rendering and will help you produce the most realistic projects possible.

GTDG

a channel about being more than a gamer. At GTGD you will find game development and Unity tutorials, his own projects, and beliefs.

Jason Weimann

This channel is dedicated to helping game developers be better at game development. He likes to teach a bit of everything, from the getting started and beginner style stuff to advanced techniques and patterns. Some of the topics you’ll see featured include: Clean Code Design Patterns Unit Testing Virtual Reality Networked Games MMORPG Development Occasional random stories about AAA projects Plenty of stories about indie projects (and lessons learned)

gameplusjames

Interesting channel Featuring Unity tutorials, game development and more with a fun touch but a lot of indepth details.

Diving_Squid

This channel is all about coding games! You will find short, simple, beginner friendly tutorials on how to create 2D computer games. It includes small tutorials on things that can be added to a game at any point, not massive tutorials! And the best thing about it is, you can customise everything to your liking. The tutorials will are made with Unity and C#. Alongside the tutorials, the author also use the channel to advertise his games, and show you all how he creates them. If you’re an experienced game developer or a complete noob looking to get into making games, I you’ll find something useful on the channel!

Game Dev Guide

We are certain that your list below will help you learn Unity or simply try something new. This is just the beginning. There are plenty of great creators out there.

If you want to read more cool things, check out our blog

game devecloper skills

What are the game developer skills needed to be a Successful Video Game Developer

In this article we will review the essential game developer skills needed to be a successful video game developer.

Game developer skills table of contents

Introduction

Uncharted, Clash Of clans, God of War, and much other, although different games, have something in common between all of them?

The most popular games in the last years, not only feature among the top ten best-selling games of all time; but are the result of over thousands of hours of work, imagination, and coding brilliance takes place within a development team that is made up of programmers, game design, project managers, and graphics and animation designers.

The games industry

game developer skills

The video game industry did $180 billion in world wide sales last year. Asia Pacific is the largest market, and the largest market in Asia Pacific is China. Excluding China, the rest of the Asian markets are expected to be the fastest growing market in the coming years.

Working in the games industry

The development of gaming has become more accessible in the twenty first century due to the popularization of the main game development tools, that in most cases have become free, and with the wide availability of free and paid educational contents that can teaches just about anyone into becoming a game developer.

Now, you see people of all ages, genders, and backgrounds enjoying games, both in the real world and virtually.

crop gamer with joystick playing video game against monitor
Game Developer Skills – Working in the industry – Photo by Eren Li on Pexels.com

With the huge growth of the gaming industry, it often looks like a good career choice. The only skills required for it, however, are those of good logic, creativity, and attention to detail.

Here are the top and essential skills that you will have to get to be able to work successfully in the games industry:

  • Strong IT & technology skills (programming, video graphics and hardware) 
  • Maths knowledge
  • Analytical thinking skills
  • Problem-solving aptitude
  • Time management skills
  • Creativity and culture
  • Communication skills
  • Stay aware of industry developments
  • Teamwork
  • Cross Skills Art & Animation & design & programming

Strong IT & technology skills (programming, video graphics and hardware) 

If you want to be success in the video game industry, you need to anchor your knowledge in software design or programming.

Video games are a popular social activity for teenagers and adults alike. If you become the game’s maker, you need to possess the artistry and technical skill to turn your computer into a playable game. Knowledge of character, screen, and interface design will help you produce a game in which animation is as beautiful as its story.

If wishing to become a game pogrammer, the main task of programming is to manipulate data according to the design of the game designer and using the programming language that best meets their needs. Game programers typically use programming skills to create the environment for the game. For instance, if a game is targeted at the iPhone platform, you might choose to build your program with one language rather than a different one to accommodate the operating environment.

Maths knowledge

For game design majors, mathematics is integral to game development. Students can take courses such as Calculus, Statistics, and Linear Algebra to gain a solid grasp of the mathematical side of video game production.

Mathematics are the basis of every game and an essential part of everything that works as intended. In video games, mathematics, and a few others things, don’t work unless we do our best to learn what they really mean. When we think about math, it’s really just the rules and rules behind the rules. In order for everything in a game to follow as designed, we must learn and apply them. Without real math, a character would float in Mario Brothers; bullets might go in all directions when playing the latest Call of Duty; and even your favorite virtual pet would skip a bit and keep on flying up when you pick it up.

battle black blur board game
Game Developer Skills – Analytical Thinking – Photo by Pixabay on Pexels.com

Develop Analytical thinking skills

You can brush up on your analytical thinking skills by making notes of your work and thinking=

  • Be Observant: If you take a walk outside, check out what’s happening around you. Use your senses to check out what is around you. What things that attract your attention? If you notice something that interests you, then remember that you need to actively engage your mind.
  • Read Books: To improve analytical thinking skills, you should make reading and thinking a continuous activity. You can practice reading by highlighting, question, and raising your own questions.
  • Play Brain Games: If you want to improve your analytical thinking skills, it may be time to play Sudoku or other brain games like puzzles, chess, or crosswords. While they may not require a lot of motivation, they are all fun activities that can get you started on your quest to develop your analytical thinking skills.
  • Learn How Things Work: Don’t just find the solution. Think about what elements are included in the process, before arriving at the solution. A thorough understanding of what is included in the process will stimulate your analytical skills.
  • Ask Questions: Do you know why there are more female than male mathematicians? Because many of them like to ask “Why?”, which makes them smarter when they analyze and study a subject. You won’t know all the different ways you can ask questions, as there are many kinds of questions. Keep asking questions, which means that there is bound to be many ways that your curiosity can help you learn a
  • Practice Your Problem Solving Skills: When you’re faced with a problem, be open to many ways to approach that problem until you find the answer which is the best and the most logical. And always test those ideas; see which one you feel comfortable with and is the best.
  • Think About Your Decisions: Make sure you are thinking clearly before deciding at your job. You need to ask, “Why should we take this action now?” and “What are the short-term and long-term repercussions of this action?” Consider whether this is one of the best decisions that you can make. You may want to call someone in to help you think things out more clearly. The

So, at the end of the day, like any skill development, you should just have a lot of practice and application. Keep practicing your analytical skills until they feel natural, even if some of them feel really hard on the first go.

pexels-photo.jpg
game developer skills – Problem Solving- Photo by Miguel Á. Padriñán on Pexels.com

Problem-solving aptitude

Grit and drive are part of games development. You have to have grit and patience when it comes to approaching problems, debugging code, and seeing new ways of addressing problems. Having an ability to see things from new and different perspectives can help here.

A major portion of a game developer’s job is fixing bugs in their programing. They find many bugs that must be fixed and can’t be removed. Creativity and the solutions to difficult problems can help them remove the bugs they’ve already fixed and implement new ones.

Time management skills

A number of game companies follow a timeline to completion. This means they complete tasks within a fixed timeframe so that they can meet deadlines and make sure their projects meet client/customer requirements. Often, game developers use deadlines and time management to represent their company well and contribute effectively to complex projects.

Video games are complex products and teams of artists and technical professionals are needed to make a successful video game. To excel in this environment, you must be able to work well under pressure, collaborate with others, and meet deadlines.

Creativity and culture

Creativity provides the core for your games. No matter how many games there are on the market, the creative core in your game is what makes your game special when compared to those already on the market.

While it is true that the game designers need an intimate understanding of human psychology to create an enjoyable game, they must also capture and retain the audience’s attention and interest. Games should be played as an exercise in playfulness and creativity, however, this approach can make it hard to understand the emotional bond that players often feel having played together. Thus, the designers should also think about the cultural tastes and preferences

Video game developers often work with game designers to build lifelike game environments and storylines. As well they are able to provide the fun and engaging experiences desired by gamers by creating gameplay mechanics. Creative minds may be capable of developing a vision for a game that may later prove very difficult to obtain. Developers may also need a considerable amount of experience.

Communication skills

Programming, which is often considered the most technical of careers, has moved even further into the realm of communication. The ability to communicate will be extremely important for success as a game programmer.

Stay aware of industry developments

As a game designer, you need to be a gamer. You also need to keep yourself updated on what’s happening in the gaming world and with the competition.

Great games often stem from the existing elements of other games. By playing and absorbing other games, you can learn what elements work and what elements don’t. This way you can refine and perfect your own ideas and designs.

Teamwork

Many game designers work as part of a larger team, such as the game designers, artists, and programmers. One way game developers may benefit from this is the ability to work effectively with other members of its team to make important contributions to a video game.

Gaming experience

Many gaming developers choose to enter the field because they like gaming, and their experience can be a powerful asset in their work. Having a gaming experience that includes knowing how to engage with the players can help them in their understanding of gamers, as well as it can provide them with inspiration for their own designs and help them to identify trends in the video games industry.

Cross Skills Art & Animation & design & programming

The best way for game developers to demonstrate a well-known talent for their industry is by being familiar with software programs and technologies that can be used to create games. If they are familiar with technologies that are used to create different platforms than they are working on, it gives them the opportunity to show their skills and expertise.

How to improve your game developer skills

It is not only important to have those skills, but also you will want to improve your game developer skills. For this, follow these steps:

1. Play games of all genres and all sizes

While playing video games can help users understand how games work and what type of games are fun for others, playing video games can also help you become familiar with different games, and can introduce you to a variety of programming applications, other developers or games. You can identify what types of games and play styles feel interesting to you, so that you can use this information to make good games. Playing different types of games will also help you get to know other users and to learn about game experiences, ideas, and mechanics. <|endoftext|>

2. Meet other game developers

If you are interested about how game development works, talk to developers about their experience. You can learn more about the daily workload and schedule that developers have, or you can check out forums where you might be able to find out how to get a job and gain exposure to the industry. You can also consider getting in touch with industry groups and social media sites for game developers and designers, since these can help you get jobs, expose you to new ideas, and give you a better understanding of the industry. Do not be shy about contacting those who share your interest in game development. You may find someone

3. Learn programming even if you are not a programmer

For anyone who is thinking about becoming a programmer, there are many options. You might consider enrolling in a coding course at your local college, or online. There are many tutorials online, including free programs. Before picking a course, remember your focus: console, mobile, desktop, or multiple platform gaming? Pick up the language for each type. Every programming language has its own strengths and weaknesses. Knowing what you are interested in can help you choose a good course. “”””””<|endoftext|>

4. Study/practice art and animation even if you are not an artist

In a game developer’s daily work, the use of animation and illustration can be both interesting and helpful in improving the quality of a game. This type of training could be useful to you if you are working as a freelancer or on a small team. You can look for college classes, online courses or tutorials to improve these skills. There are often animation and illustration courses that are specific to a discipline such as the animation of video games. Before pursuing these programs, consider your potential work environment and how much art you are able to create

5. Develop professional soft skills

While gaining professional knowledge and experience, it’s helpful to learn skills that can help you get a game developer position. Collaborative project experience can help you learn to work with game developers and designers. You might also practice getting projects done on time and develop practical strategies for organizing your projects. In addition, building certain professional skills can help establish effective work habits if you get a game developer position.

Game developer skills in the workplace

As a game developer, you should have many opportunities available to help you develop your skills in the workplace. Here are a couple of things you may do help you develop these skills.

  • Make a plan: Consider making a plan for your professional development. You can include your strengths and weaknesses and outline ways to reach proficiency.
  • Build a network: As a game designer, you may work with other game development professionals or network with them at industry events. Consider asking them for advice and learning from their expertise.
  • Track your progress: It may be helpful to monitor your career progress by taking notes or asking for feedback. This can help you understand where to focus your learning efforts.

How to highlight your game developer skills

Employers can find ways to highlight your game developer skills during the job application process.

Game developer skills on resumes

When writing a resume, always consider including “relevant” and “hard to find” skills at the top of your resume. If you have programming, animation or editing skills, place them first. After listing your technical skills, consider including “soft skills” with them. These include collaboration and problem-solving ability. You can also mention any certifications you have or training you’ve completed on a resume. Finally, explain your educational background in computer science or game design, as well as your certifications in software development.

Game developer skills in cover letters

A strong candidate cover letter can distinguish you from other well-qualified applicants by providing insights into your career experience and achievements. You may want to provide more details about the languages you have worked with and the recognition you received. You may also want to mention your former employers to communicate how you’ve used your abilities to get results.

Game developer skills in interviews

When interviewing for a specific game developer position, prepare a portfolio to demonstrate your understanding of how the role would use your skill sets. Try to answer interview questions with examples and explanations about experiences where you demonstrate skills relevant to the game developer position. Emphasize both your soft skills and your hard skill development. Show examples of both kinds of interactions with interviewers, in ways that highlight skills used in the particular game developer position you’re interviewing for.

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How to Get into the Game Industry

If you enjoy playing video games and want to get involved in making them, there are several ways to put your skills and passion for games to work. You can open a game store, start your own game studio, or pursue a career in game production, programming, art, writing, or design. Some people find working in video games to be the most satisfying way to express their talents.

How to Get into the Game Industry
How to Get into the Game Industry – Photo by Soumil Kumar on Pexels.com

What is the video game industry?

Gaming is a field of media that has its own set of jobs, including marketing, development, and overall game production. People who work in the game industry generally learn how to make games that entertain players. There are many different job specializations, including animation, audio engineering, and programming.

To get into the game industry, if that is where your desire is to go.

Becoming a part of the gaming community has never been easier. There are many ways to learn and ultimately earn a career in the gaming field by following these steps

1. Spend some time on gaming forums.

There are many communities online where users can share advice, making it a favorite pastime. It is a great way to learn about video games and what it is like to work in the field. Many users also publish their video games and receive feedback on changes to their games. If you want to publish a video or prototype of your game, you can make a video and upload it to YouTube for visitors to watch and give you feedback. The video may catch the attention of a senior person in the game industry and lead to an opportunity to work together.

2. Create a game blog

If you want to learn more about games, you can start a blog about your interests. The entire gaming community and potential employers may be interested in accessing your blog. You can easily gain the support of your readers by posting articles about your own gaming experiences or about your experiences while playing games. Also, tips and tricks that people use to enjoy a particular game can be posted on your blog, expanding its relevance.

3. Create your own games

Many employers are looking for and want people with gaming experience. Some employers prefer candidates to learn how to make games online. You don’t need to be proficient in any particular software, but you should look into courses related to the game software you will be using. If you are interested in creating games from scratch, you may want to create a portfolio that showcases the games you have created. You can also show off your experience in game creation regardless of whether you are going to work for a game company or not. Some freelance game developers are hired by companies to design and develop games, but they are not necessarily interested in joining a game development studio as a full-time employee. It is possible to show off your work.

4. Get a college degree

A bachelor’s degree in game art, design, or video game development is a good way to learn about the game industry, gain advanced skills, and network with professionals. You can also take classes that will teach you the skills you need to reach your goals. Existing programs are still in their infancy. There are courses that teach animation, scripting, how to use tools such as 3D Studio Max, software applications such as Adobe Photoshop and Illustrator, and how to draw different types of pictures. 5.

5. pursue entry-level or internship roles.


In order to succeed, I need to learn the basics. Conduct research to find open positions in the gaming industry. Entry-level positions test video games that have already been created and do not require any formal qualifications or previous experience. Testing video game software is a great way to learn how the video game industry operates in order to understand if you want to work in it or not. As a tester, you can often multitask to perform at your best when you have to concentrate and perform many other tasks at the same time. A well-done test can boost your chances If you have the technical and artistic skills, start an internship in game development. You can even join an internship program offered by a gaming company. Not only will you get a first-hand look at the game industry, but you may also find out what kind of career you want to pursue and how you want to achieve it. Some internships are designed for full-time employees, so it is wise to inquire about the possibility before signing up.

6. Work in a game studio

Once you have gained a significant amount of knowledge and expertise, you may want to move on to another role. Your resume, portfolio, and your skills and abilities should clearly demonstrate this. Make sure that your resume can be used to persuade you to take on a new role, and that the skills and abilities you have for the new role match the needs of that particular role. If you are hired as an artist, you may wish to be sent to a school. If a company wishes to

Jobs in the Game Industry

There are many different jobs in the game industry that are available, but it is also important for everyone to know that any job in the game industry can greatly increase your income. For example, according to the website Indeed, a career position as a software developer can typically offer a salary of $54,000 to over $100,000 per year, depending on the job title.

  1. animator Primary Duties Writers use computers, software systems, and other technical devices to convey messages, information, or stories in visual form. Their primary duties are scripting and storyboarding. A storyboard is a visual representation of a story idea and is used by animators to accurately convey the story. They then have to check the design of the storyboard and change the story to fit that design.
  2. computer programmer Main duties These are information technicians who design, build, and maintain computer hardware and networks, and develop software. They are also often required to troubleshoot problems, debug programs using coding languages, and test and create computer programs. Additionally, they update existing user systems.
  3. game designer The main tasks of a game designer are to create the characters in the game, create the rules of the game, create the story of the game, and produce the game. They may also propose ideas to game clients and implement those ideas before they are released to the market.
  4. application developer Main duties The title of application developer usually includes software developer, but may also include developer. The main duties include developing customized source code, designing mobile app prototypes, testing programming, and fixing defects.
  5. audio engineer Audio engineers need to use a variety of equipment to improve the audio for recording. Mixing music and movies as well as recording sound and designing sound systems are included in this job.
How To Design A Videogame

How To Design A Videogame: A Step-by-step Guide in 2022

So you want to design a videogame? Whether you’re a beginner or an experienced game developer, there’s always something new to learn. In this article, we’ll walk you through the entire process on how to design a videogame, from start to finish. We will finish with a list of resources on where to get more information about the game design process.

Step 1: Keyword Research and Analysis

When it comes to designing a video game, one of the most important steps is to research the keywords that potential players might use to find your game. This involves analyzing popular games and looking at what keywords they used to attract players. After you have identified the most important keywords, it is important to use them in your game title, description, and other marketing materials.

Step 2: Choose a Genre and Concept

Choosing a genre and concept for your game can be a difficult task, but it’s important to choose something that will appeal to your target audience. There are many different genres and concepts available to video game developers, so it’s important to select one that will fit the style and tone of your game.

Some popular genres include action, adventure, puzzle, simulation, racing, and strategy games. It’s also important to choose a concept that is interesting and unique. If your game is based on a popular movie or TV show, make sure the concept is original enough to stand on its own. 

Step 3: Create a Game Design Document

In this step, you will create a game design document. This document will outline the game’s mechanics, story, and overall design. It is important to keep in mind that your game design document should be flexible, so that it can be adapted as the development process progresses.

To start, you will need to come up with a concept for the game. What is the game about? What are the main objectives? Once you have a good idea of what the game is about, you can start to flesh out the details.

Your game design document should at least include some of the below listed elements: 

1. The Game Title

2. A description of the game

3. Genre:

4. Setting:

5. Characters:

6. Plot:

7. Game Controls

8. Game Mechanics

9. Gameplay:

10. Challenges

11. Game Technology

Step 4: Work on the Game Flow

The fourth step is to work on the game flow. This is the sequence of events in the game that the player follows from start to finish. The game flow should be easy to follow and ensure that the player is always moving forward. It should also be fun and challenging, keeping the player engaged throughout the entire experience.

Step 5: Balance the Game

A good videogame has a well-balanced gameplay, which allows players to have a good time. In order to achieve this balance, it is important to consider a few factors, such as the difficulty level, the length of the game, and the type of player.

Step 6: Polish and Publish!

In the final step of designing and creating your video game, you must polish and publish it! There are a few things you must do to make sure your game is as polished as possible before release. This includes making sure all graphics, audio, and gameplay are working correctly, as well as ensuring that all marketing materials are complete and up to date. After all of these steps have been completed, your game is ready to be released to the public!

How to design a videogame resources

Game Design Process: Designing Your Video Game by Ask Gamedev

Part 1

This video reviews a video game design process that will help you validate that your game concept has merit. You will learn how to research a game market and evaluate the competition so that you can differentiate your game design. These are the game design processes that we’ve seen the biggest and best game development studios in the world use to validate their ideas.

Part 2

This video, continues the series on game design process. It will show you how to conceptualize and differentiate your game design’s vision, how to define your design priorities, and how to communicate your vision so that you can gets others on board with your plan.

Basic Principles of Game Design by Brackeys

Game Design Process or 13 basic principles of gameplay design

Gameplay is messy, frustrating, and full of contradictions. It often demands that you create something that is guaranteed to succeed. This requirement leads to a ready-made solution. That means a solution that has been done before.

On the other hand, it also means it must be distinctive and stand out from the competition. This can lead designers in conflicting directions.

And each solution must be within the scope of project resources. Add to that deadline pressure and strategy changes from the management team.

Hup, hup! We don’t have time to analyze the previous paragraph! We have titles to send out! It doesn’t matter that we don’t have the tools, we don’t have time for that! Didn’t you know?

Game design is like building a hull to steer a boat. If you jump out of an airplane sewing a parachute, you can set the pace of the work. The horse is never in the foreground. You put the horse and the cart side by side in a race and see who wins.

How To Design A Videogame

Directions


The first three principles have to do with guiding and directing the play experience. Even though this medium relies heavily on personal and interactive discovery, it is still an artistic medium.

The importance of artistic direction should not be underestimated. Just as a painting guides the eye, a book guides the image, a film guides the story, so too must a game guide interactivity.

  1. focal points

Don’t keep the player guessing as to where the focus should be. At the same time, it is the designer’s job to always allow for secondary themes, but always have a clear main focus. This applies to both the visual and intuitive aspects of gameplay.

Examples of level design
Creating a clear line of sight.

Examples of system design
Clear action points and goals during gameplay and user experience.

  1. Anticipation

We need time to let the player know

  1. Inform the players about changes

Inform the players about any changes. This short step is between anticipation and the actual event.

It is important that you maintain a hierarchy of notable changes.

One rule of thumb is that of rarity. If a particular change occurs 100 times in an hour, an announcement may not be necessary. However, if that change occurs five times throughout the game, many visual cues may be needed.

This principle is so obvious that it can be taken for granted and overlooked. Make sure you know the right changes that the player should notice at the right time and moment.

Example of a level design
When a player character enters a ship, a “drop” animation is triggered on the NPCs.

Example of a system design
On-screen notifications when quest requirements are met (e.g., “Kill 10 goblins for Farmer Bob”)

Behavior


The next four principles deal with a very important aspect: behavior. This addresses the conscious and subconscious expectations of the player. General design theories are addressed here, such as player choice, rewards, and payback. These principles are also addressed more broadly so that they can be applied to other types of design, such as UI and story.

  1. Realizable events and behaviors.

All events and behaviors should be consistent with the logic and expectations of the player. All actions, reactions, consequences, emotions, and transmissions must withstand the player’s acceptance test.

Level design examples
Place destructible objects near exploding objects. This way, the explosion looks more realistic.

System design example
Weak enemies run away when the player has the advantage.

UI example
When the player’s mech dies, the HUD elements are affected.

Story example
After the dragon is defeated, the villagers’ expressions brighten and they react positively.

  1. overlapping of events and behaviors

If only one change occurs at a time, the dynamic is lost. Determine the number of events that occur at a given time.

Level design example
Provide the player with the ability to build from a list of appropriate structures.

Example of system design
The linebacker points and tells his teammates, the defensive end takes over, the quarterback points and shouts football jargon, and the crowd cheers loudly because it’s third down. All of this happens before the snap.

UI example
Points are awarded for each kill, which are listed on the screen.

Story example
Multiple storylines are at the forefront of the narrative experience. Example: the king is dying, the war is ongoing, an heir has not yet been determined, and an unknown saboteur is staging a military coup.

  1. physics

The main logic of the player is within the known possibilities of physics. Think of gravity, weight, mass, density, force, buoyancy, and elasticity. Use this as a starting point, but do not limit yourself to it.

Example of a level design
Make sure the hole in the ground is the right size for the right purpose. Whether it is as part of the level ascent or simply for aesthetic reasons.

Example of a system design
When a vehicle hits a concrete wall, a spark-like particle effect is created.

UI example
The user interface theme is based on the scrapbook element. In this case, the animations such as transitions and highlighting follow the physical properties of the paper.

  1. Sound

Ask yourself, “What is that sound?” What sound does _______ make when it happens? “Does it sound appropriate?” “Is the sound necessary?” “Is the sound an asset or a hindrance to the experience?” Even if the player’s eyes are closed, the sound alone should have the desired effect.

It is debatable whether this principle should be included because sound design and gameplay design are considered separate areas. However, I included this principle because sound is so important and often neglected. The more you consider sound, the better the experience will be for the player.

Examples of level design
A fly in a swamp makes a sound when it approaches the camera.

System design example
A proximity system that changes the volume of the sound effect depending on the distance to the game object.

UI example
Only visually striking graphics are accompanied by sound effects so as not to disrupt the auditory experience.

The next three principles individually address other important design elements.

Progression

  1. pacing

Consider the sense of urgency, the speed of events, the ability to concentrate, and the frequency with which events repeat. Spread out the moments of concentration, mixing and varying the tension as much as possible to achieve the right effect.

turned on red and green nintendo switch
How To Design A Videogame – Photo by Pixabay on Pexels.com

Example of a level design
An area with expansive views and an area with a sense of enclosure.

Example of a system design
Use long, strong attacks and short, light attacks.

Environment

  1. spacing

Understand the space within the screen and the world, recognize the spatial relationships between elements, and consider the effects of changing that space.

Level Design Example
Lay out the right amount of space for the right number of enemies to act properly.

System design example
When an AI character moves through a constricted space, the walk loop will stop if the AI character does not move forward to express that the character is “waiting” to move through the constricted space.

Method

  1. linear design and component decomposition

Linear design is a solution to a problem as it is. All solutions and possibilities have the same institutional value. This method leads to creative and spontaneous solutions, although concentration can be lost.

Component Breakdown systematically categorizes all solutions and forms a logical hierarchy. This method can limit innovation, but it ensures that the main objectives of the design are clear.

This principle does not mean that the designer must choose one or the other. During development, there will be times when one method is more appropriate than the other.

For example, in pre-production there is enough time to determine the sequence of events. However, if there are changes after pre-production that the publisher absolutely must make, linear design can quickly provide an acceptable solution.

Level design example
It is common to block out the geometry of a level early in development and adjust small areas of the same level to implement ideas that come to mind later.

Example of a system design
You can either identify all the major systems (combat, AI, input, etc.) and gradually fill in the details of the various levels, or you can design the first few levels and extract possible systems based on a linear game experience.

Foundations


The last three principles represent the foundations of gameplay design and are listed in order of importance. This should not surprise anyone.

  1. player

How will the player be involved? How will the player engage with everything they have designed? Think about how the player can contribute to the experience, not just through device input. If it’s a good idea and you get it right, but the player doesn’t engage with it, change it or scrap it!

Level design example
An environment that expects players to jump out of their skin.

System design example
Build development to make the player feel empowered, determined, fearful, etc.

  1. communication

Do the right team members have the right understanding of the goals? Do the right developers have a clear understanding of the solution? Even if it is a good idea, if it is not communicated properly, it will most likely be perceived as a bad idea.

Level design example
Using elements of the environment to force the player to move in the right direction.

System design examples
Using visual cues to teach players when to punch and not kick, jump and not slant, etc.

  1. remedies

Ask yourself who you are addressing, “Does this appeal to the audience?” you should ask yourself. This applies to the player, the audience, your fellow developers, the publisher, and the marketing team. If it’s not a good idea, you don’t have to keep working on it until it becomes a good idea or is replaced by something better.

Examples of level design
It’s not fun to drive on the road, but it is fun to drive on the road while being chased by government secret agents.

System design example
Hitting is fun, but it’s even more fun when the camera shakes on impact.

Game Design Process | Essential Steps for Beginners by Game design with Chris

This video will explain the Game Design Process and some key Game Design Process Essential Steps. Anyone interested in Game Design for beginners, game design theory, game design pillars, game development or game dev will be able to take away good video game design tips.

Working in video game development can be very rewarding, yet it takes work learning about game design. If you are pursuing a game design career, trying to learn how to be a game designer, game design tips, or game design essentials, this video is for you.

As game designer or game developer you will need to master: game prototyping, game play testing, game brainstorming, game research, and everything related to video games.

Follow these game design steps in your game creation process to get started with game development for beginners.

Conclusion

Designing a videogame can be a challenging but rewarding experience. By following the steps in this guide, you’ll be on your way to creating a masterpiece!

Don´t forget to comment your progress or to task any question in the comments of this artcile. For more content related to games, check our home pAGE

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

In this article we are compiling some tutorials HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY. When implementing combat systems you can different ways to implement the attacks systems, one of the most used is the combo system, and how you can connect several successive attacks to perform special and more powerful attacks.

What is a combo system?

In video games, a combo (short for “combo”) is a series of actions, usually under strict timing restrictions, that result in a significant gain or advantage. The term originated in fighting games, which are based on the concept of combinations of blows. It has since been applied to a variety of genres, including puzzle games, shooting games, and sports games. Combos are generally used as an integral part of gameplay, but they can also be used to adjust high scores and attack power, or simply as a means to express a flashy play style.

In fighting games, a combo refers specifically to a series of well-timed moves that produce a cohesive sequence of strikes, each of which makes the opponent unable or almost unable to block or evade the next.

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

This tutorial is part of a 2D platformer series in Unity that will guide you through the process of implementing a 2D game with a combo fighting mechanic.

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY


Easy 2D Melee Combo System in Unity by ChosenPlay

This tutorials teaches you an Easy solution at coding a 2D Melee Combo System inside the Unity Game Engine.

Correctly coding it can be frustrating: the majority of solutions you’ll think of or find on the internet will be either overly complicated or not even work.

This tutorial you’ll be able to code your own 2d melee combo system in unity with:

– No Timers

– No Coroutines

– And Just a few lines of code

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

Combo attack with one button in Mobile (Unity)/ by using animation events by Khamy

As mentioned in the above tutorials, Combo attacks are an essential part of an action game, in this tutorial you will see how to implement them using Animation Events that can be used too to make combo attacks in a very easy.

HOW TO MAKE A COMBO FIGHTING SYSTEM IN UNITY

You can find more tutorials on Unity in our blog