Skip to main content
artificials.ch
  • Service
  • Address
  • Merchandise Shop
  • @artificials.ch
  • Data protection
  • Books

Tag: indiegamedev

Risk Mitigation: Add more Details to Death Animation

22. January 202122. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. I tried quickly if more details for death animation would […]

Read More

Risk Mitigation: Test Primary and Secondary Weapon Switch

19. January 202121. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. The next idea I tried quickly to pitch was having […]

Read More

Risk Mitigation: Test Bloodstain for Bullet Exit Wounds

5. January 20215. January 2021 Christian Liesch Leave a comment

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that. In this blog article I tested bloodstain for exit wounds, […]

Read More

Lens #16: The Lens of Risk Mitigation

25. December 202026. January 2021 Christian Liesch Leave a comment

The lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links int this article I will get a small commission for that. First of all, this lens is about figuring out the worst-case scenarios, what could go […]

Read More

M163 Vulcan from Sketch to Model

12. November 202012. November 2020 Christian Liesch Leave a comment

I modeled my M163 Vulcan tank with blender 3D for my game. The plan is that a soldier can control that tank alone, which of curse in reality it needs more people at least a gunner and a driver. And because one soldier can control this tank the player can take out that soldier and […]

Read More

Lens #15: The Lens of the Eight Filters

29. October 202012. November 2020 Christian Liesch 2 Comments

for the feedback.The lens #15, the lens of the eight filters from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy this book through this link I will get a small commission for that. This lens is one of those which I have to evolve as not everything […]

Read More

Lens #14: The Lens of the Problem Statement

15. October 202022. October 2020 Christian Liesch Leave a comment

The lens #14, the lens of the problem statement from The Art of Game Design: A Book of Lenses written by Jesse Schell. Design is about solving problems, but if you don’t know what problem you solve then it is pretty hard to design something, it’s like designing in a vacuum. This lens can be […]

Read More

Lens #13: The Lens of Infinite Inspiration

6. October 202022. October 2020 Christian Liesch Leave a comment

The lens #13, the lense of infinite inspiration from The Art of Game Design: A Book of Lenses written by Jesse Schell. The core of this lens is to look everywhere else than to other games. What experience in my life would I like to share with others? In what small way can I capture […]

Read More

Lens #11: The Lens of Unification

15. September 202022. October 2020 Christian Liesch Leave a comment

The lens of unification of The Art of Game Design: A Book of Lenses is the next lens I want to look at through on our game All Fucked Up. The book was written by Jesse Schell and is one of the most useful books about game design with its unique approach of lenses. Unification […]

Read More

History Back and Forth

21. July 202011. August 2020 Christian Liesch Leave a comment

Whenever you write a level editor or maybe a turn-based game (like chess) it would be of great help having undo and redo functionality at hand. Based on the Game Programming Patterns book from Robert Nystrom I did like to implement an undo/redo history class. The design pattern is based on the Design Patterns book […]

Read More

Posts navigation

1 2 3 Older posts

Archive

Category

Theme by Colorlib Powered by WordPress