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Yadu Rajiv
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Demo Day #5
IGDA Bangalore is hosting its 5th Demo Day on the 28th of October. If you are an indie, student or a hobbyist game designer, developer or artist we want you there!! Date and Time: 28.10.2017 - 03:00PM Venue: Holy Cow Productions (map below) RSVP:  https://w...

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Industry Speaks #2 - Game Design and Development Postmortems
Our Industry Speaks series continues with a set of postmortems in September. Postmortem normally means “after death” (when forensic doctors examine the death cause etc. of a dead body). However when the word is used in the gaming world it means that develop...

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SpellDown! DevLog – #3 - weekly roundup

This week wasn’t as eventful as the last. If you are following my daily (well almost daily) updates on TIGSource Forums then you might already have a good idea of what this post is about 🙂 A good chunk of time was spent in creating some art assets (which…

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SpellDown! DevLog - #2

What is SpellDown!? If you are following my blog posts, you would know how we got here to this point 🙂 the question then becomes, what is SpellDown! now? SpellDown! is a lighthearted word building game which has you fighting monsters with magic. The game…

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Quick and dirty internationalization and localization support in Cocos2d-x

The idea here was to use rapidjson which is part of the cocos2d-x distribution to easily load a set of strings and store references to corresponding fonts for different languages. The language strings are stored in separate json/javascript files and…

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An ode to word games, a SpellDown! DevLog

As some of my friends already know( and against most of their wishes), I’m trying to finish off a lot (this clearly is an understatement) of the work I’ve started and not finished over the past years. I thought I’d get into the habit of a writing a devlog…

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This list was a Google doc that I started as a resource for a 6 month long project/class, which revolved around solving the numeracy and literacy issue for a specific demographic. The list is a collection of websties, games and more which recently came…

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GameUX - SteamWorld Heist - The Little Joy In Opening Your Loot

We see and do this almost every day in all the free to play(and other) games we play, but still, as obvious as it might be, there is so much joy in doing this one small thing that whole games are designed around it. In SteamWorld Heist, as you play, you…

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GameUX - SteamWorld Heist - Scene Transition and Snappy UI

  The first thing you will do in SteamWorld Heist after the intro cinematic is to create a new profile. As soon as you hit the New Game button, the select difficulty options come up. Notice how they snap up into place; this is further reinforced with an…

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Game UX - a commentary on good and bad user experience design in games

This being the first post of its kind, let me start with a small intro :) Apart from teaching and making games I also end up playing a lot of games, let’s just call it an occupational hazard :) Being a designer, most of the time when I play a game I keep…
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