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Oussama has been selling game assets for two years to help fund the development of his game. In this post, he shares what he's learned that lets him do this.
I've been selling assets on the Unity Asset Store for two years, and I use a portion of the earnings to fund my current game's marketing budget. In this tutorial, I'll show you how you can do the same! | Tags: Funding, Monetization, Business
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Tony Bonavera's profile photoJustin Osterholt's profile photo

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20,000!
We're excited to announce that 20,000 free tutorials have been published on the Tuts+ network since our launch in 2007. Check out some of our favorite tutorials from the last few years and as a bonus, for the next seven days only you can download a selection of free assets from Envato Market and go in the draw to win a free Tuts+ subscription. Read on and join the celebration! | Tags: Promotion
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GDG Bangalore's profile photoJoseph Burchett's profile photo

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A great new article by Alexander King, following up last month's post on what makes incremental games fun:

"Clicker Heroes uses 1.07 as the increase multiplier for all 35 of its upgradable heroes, and all the various buildings of Cookie Clicker use a value of 1.15. Interestingly, the 10 businesses of AdVenture Capitalist all use a different multiplier, but each is between 1.07 and 1.15. The common appearance of the same Multipliers across different games suggests that the curves produced between those bounds are balanced and satisfying. "
Incremental games, despite their simple mechanics and limited player interaction, present interesting challenges to a game designer. We'll examine some core design choices of the genre and explore how they make these strangely addictive games so appealing. | Tags: Game Design, Game Mechanics, Incremental Mechanic, Feedback Loop
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A more advanced shader-based tutorial for you today, after Omar's beginner's guide on Tuesday!
One of the questions people often ask me about Babylon.js is: "What do you mean by shaders?" So today I am going to try to explain to you how shaders work, and give some examples of common types of shaders. | Difficulty: Advanced; Length: Long; Tags: WebGL, Shaders, 3D, JavaScript, Babylon.js, GLSL
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David Rousset of Microsoft explains the basics of collisions, physics and bounding boxes, with the WebGL Babylon.js engine and a physics engine named Oimo.js.
Today, I’d like to share with you the basics of collisions, physics and bounding boxes by playing with the WebGL Babylon.js engine and a physics engine companion named Oimo.js. | Difficulty: Intermediate; Length: Medium; Tags: HTML5, JavaScript, Web Applications
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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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Mauricio “Mao” Rivero's profile photo
Have them in circles
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You must at least check out the demo on this tutorial!
Having mastered the basics of shaders, we take a hands-on approach to harnessing the power of the GPU to create realistic, dynamic lighting. | Difficulty: Intermediate; Length: Medium; Tags: Shaders, WebGL, Lighting, GLSL, Three.js, Game Graphics, HTML, JavaScript, Web Platform, Platform Agnostic, Programming
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"In the end Cogmind's 90-second trailer required nearly three weeks of full-time effort from inception to final production."
A game's trailer is extremely important, so rather than release some mediocre video recordings during pre-alpha development I decided to let gifs show off the animation while keeping the audio side of things to myself, waiting for the game to reach a more complete state when I could then invest ...
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Got a free weekend? Start learning Pygame with this excellent new guide from Aditya Keerthi! https://gamedevelopment.tutsplus.com/tutorials/how-to-learn-pygame--cms-24184
Pygame is a cross-platform set of Python modules designed for creating games. The modules are designed to be simple, easy to use, and fun—a key part of Pygame's ideology. In this post, I'll show you how to use Pygame, and share tips and resources for learning it. | Difficulty: Beginner; Length: Medium; Tags: How to Learn
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A Beginner's Guide to Coding Graphics Shaders: Part 2

http://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-coding-graphics-shaders-part-2--cms-24111

In Part 1, we looked at the basics of writing a graphics shader with ShaderToy. In this part, we look at how to set up our own graphics shader environment on any platform (using WebGL as a specific example), and how to create more complex effects by sending data to our shader.
In Part 1, we looked at the basics of writing a graphics shader with ShaderToy. In this part, we look at how to set up our own graphics shader environment on any platform (using WebGL as a specific example), and how to create more complex effects by sending data to our shader. | Difficulty: Intermediate; Length: Medium; Tags: Shaders, GLSL, Three.js, GPU, Game Graphics, HTML, JavaScript, Web Platform, Platform Agnostic, Programming
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"Tilengine is a scanline renderer, so true native raster effects -- a technique to modify rendering parameters on a per-scanline basis -- are natively supported. They were a key feature of many 2D high-profile games."
2D scanline graphics engine for the creation of arcade-style graphics: tiles, sprites, palettes and true raster effects
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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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Have them in circles
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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.