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Fernando Bevilacqua shares his experiences and takeaways (and what he loves about FGL's First Impressions service) from turning his tutorial tech demo into a proper game:
Hockeynamite is a game that was born out of a technical demo created for a series of tutorials. It evolved from a very simple concept to a more rich and engaging experience, featuring power-ups and exploding athletes. This post-mortem is an overview of the process I came up with to insert a "soul" into a technical demo to turn it into a game. | Tags: Post Mortem, Game Design, Sports, First Impressions, Project Management, Feature Creep, Business,...
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"Because the primary currency always goes up even when you're not playing, it reduces the anxiety caused by loss aversion: you can safely do something else for awhile without the stress of the currency going away. Additionally, coupled with our brains' poor numeracy skills, we can enjoy numbers that go up, even if those numbers lack external meaning. So, although it can seem ridiculous, a number that simply goes up can actually make us feel good."
Incremental games are fascinating and perplexing. Marked by minimal player agency and periods of inactivity, they seem to defy conventional logic about good game design, and yet nonetheless have attracted a substantial player base. Let's examine them in more detail, and see if we can explore why that is. | Tags: Game Design, Game Mechanics, Feedback Loop, Incremental Mechanic, Player Psychology
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I've wanted to write this article for some time now, and this seems like the perfect opportunity to do so. For those of you who are aware of Dinofarm Games and our recent release, Auro for iOS and ...
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Build your font library with the massive Indie Font Bundle. 70 fonts for just $29! Save 97%! http://ow.ly/MmJRD
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In this tutorial, Alex Sayenko explains how to write a great GDD (and avoid the common mistakes), and why you need one in the first place:
Every indie development team has asked themselves how best to manage the game development process. Many teams a GDD—but are these necessary? I believe so, and so in this article, I'll share my team's experience of creating and using a GDD, and help you avoid the common mistakes. | Tags: Project Management, Planning, Documentation, GDD, Teamwork
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A Beginner's Guide to Coding Graphics Shaders
Shader programming can come off as enigmatic black magic, and is often misunderstood. There are many code samples out there that demonstrate incredible effects, but offer little explanation. This guide aims to bridge that gap, using ShaderToy, a free tool you can use in your browser. | Difficulty: Intermediate; Length: Medium; Tags: Shaders, GLSL, ShaderToy, GPU, Game Graphics
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We've just published a new course for subscribers! This one is about character design and animation, and it's by Jonathan Lam, whose work can be seen in Eminence: Xander's Tales.
Ever wondered how to create and animate characters for video games? In Character Design & Animation for Games, concept artist and animator Jonathan Lam will take you through a step-by-step process, from learning how to design your character to managing your assets in animation programs such as Spine. | Tags: Character Design, Illustration, Video Game Art
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Lee Stemkoski explains what you need to know to get started developing games in JavaFX, using small example game projects to demonstrate relevant features of the library:
JavaFX is a cross platform GUI toolkit for Java, and is the successor to the Java Swing libraries. In this tutorial, we will explore the features of JavaFX that make it easy to use to get started programming games in Java. | Difficulty: Intermediate; Length: Medium; Tags: Java, JavaFX, Programming, How to Learn
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Post-match mini-achievements are regular achievements' little siblings, awarded after each match in a multiplayer game. In this quick post, Matthias Zarzecki explores the possibilities of this gameplay feature, and shows what it could add to your game.
Post-match mini-achievements are regular achievements' little siblings, awarded after each match in a multiplayer game. In this quick post, we'll explore the possibilities of this gameplay feature, and see what it could add to your game. | Difficulty: Intermediate; Length: Quick; Tags: Game Design, Game Development, Game Mechanics, Multiplayer
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Open Graph Stories: The Secret to Increasing Virality in Facebook Games

Matteo Sciuterri shares his experiences with this Facebook feature, which took his team's game's virality metric from 0.1 to 0.7!
Advertising your game on Facebook is expensive, and hard to scale. But if each player attracts new players to the game, you can acquire users for a much lower cost. In this article, I'll explain how using Facebook's Open Graph Stories made our game's virality shoot up immediately. | Tags: Marketing, Social Media, Business, Facebook Graph API, Open Graph Stories, User Acquisition
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Over the last few years, I've released a couple of indie games which have featured pixel art processed through a CRT simulation shader. I've been asked on occasion how this process works, whether it could be adapted to other software like emulators or popular game engines, why I prefer that ...
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In today's post, Alexander King examines Roguelikes, and the key game design elements that define them.
Once a relatively obscure sub-genre that appealed to a hardcore fan base, roguelikes have been enjoying a recent renaissance. Let’s take a closer look at their central design elements, and see how different games are making use of the same underlying architecture. | Tags: Game Design, Roguelike, Game Mechanics, Procedural Content Generation, Permadeath
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Have them in circles
983 people
Tâm Thiên's profile photo
Nam Nguyễn's profile photo
Enrique Borredá's profile photo
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Ob Oberon's profile photo
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Mutlu Celep's profile photo
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Teaching creative and technical skills to millions of people worldwide.
Introduction
Tuts+ Game Development is a blog and community for game developers, with tutorials, tips, and articles about level layout, game design, coding, and working in the industry.